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T SHOWDOWN 


MARCH 2012 





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Soaking up the sights in a 
holiday location to die for 


We've become so accustomed to having our hands held Бу today's breed 
of eager-to-please games that being let off the leash can feel disorienting. 
Aren't we supposed to be following this path to that building? Should we 
really be poking about in this cave when we know that the real action is 
over there? Isn't all this messing around going to... well, break something? 
And yet freedom to do what we like within an interactive space is as 
invigorating now as it was in 2001 when GTAIll broke the mould for 
realtime gameworlds. (What, after all, would Skyrim be without its desire 
to cut you from the apron strings and push you out of the door?) Which is 
why the existence of a new Far Cry is something to be excited about. 

Far Cry 3 most closely resembles the first game in the series, an FPS 
often spoken of in terms of ‘if only’, its flaws keeping it out of the top ten 
when votes are cast for Best PC Game Of All Time lists. In presenting such 
an intoxicating open-world island setting and then forcing you to spend 
part of your adventure skulking through murky labs and corridors, Far Cry 
took away with one hand what it had given up so generously with the 
other. But it’s an easy game to forgive. Pioneering works aren’t always 
convincing across the board, and a bit of claustrophobia served with a 
side order of not-entirely-convincing monsters are black marks against it, 
but Far Cry's open-endedness was a milestone in game evolution. Its ability 
to make you feel that you were making it all up as you went along, mixing 
softly-softly and all-guns-blazing strategies on the fly, contrasted starkly with 
the prescribed brand of stealth popular in other games of the time. 

Forget about the indoor sections and bathe instead in that tropical 
environment, with its shimmering bays, its foliage-strewn embankments, its 
siltridden waterways and its ripe-for-the-plundering command posts, to 
which Far Cry 3 has returned. This time, though, it feels like a considerably 
more believable place, albeit no less dangerous. On p44 we talk to the 
development team about how it's building a new type of threat. 




















Super Mario 64 



















‘ar Cry 3 
60, PG, PS3 


60, PC, PS3 


zhost Recon: 
uture Soldier 
60, PS3 

(COM: Enemy 
Jnknown 

60, PC, PS3 


\ntichamber 


linja Gaiden 3 
60, PS3 

treet Fighter 

( Tekken 

60, PC, PS3, Vito 


(id Icarus: 
Jprising 
Ds 


irt Showdown 
60, PC, PS3 


Follow these links 
pughout the magazine 
r more content online 


litman: Absolution 


102 


106 


110 


114 


116 


118 


120 


122 


123 


james 


Play 


Final Fantasy XIII-2 
360, P53 


Wipeout 2048 
Vita 


Star Wars: 
The Old Republic 
PC 


Uncharted: 
Golden Abyss 
Vito 

The Darkness Il 
360, РС PS3 


Kingdoms OF _ 
Amalur: Reckoning 
360, PC, P53 


NeverDead 
360, PS3 


Metal Gear Solid 
3D: Snake Eater 
305 


Haunt 
360 


Little Deviants 
Vito 


Everybody’s Golf 


Vito 


Reality Fighters 
Vito 

















PJ VITA 





Knowledge 


10 3DS: one year on 
Following the ups and downs of 12 
months with Nintendo's handheld 


14 TV gaming steps up 


Gaikai's David Perry on how cloud- 


powered TV play will kill consoles 
16 The arcade touch 


How iOS hits are storming arcades 
with Adrenaline Amusements’ help 


18 Edge Create Challenge 2012 


We team up with Unity to launch 
our first game-making competition 


20 Record collectors 


The dedicated gamers honoured by 


Guinness World Records this year 
22 Soundbytes 

Videogame snippets from Michael 
Gove, Gabe Newell and more 

24 My Favourite Game 

Richard Herring looks back on his 
Electron-powered gaming youth 
26 This month on Edge 

Some of the things on our minds 


during the production of E238 








MARCH 2012 


е 
Dispatches 
30 Dialogue 
Opinions aired, points made — 
and one 305 console given away 
34 Trigger Happy 
Steven Poole considers where 
to draw the line with simulation 
36 Level Head 
Leigh Alexander looks at players’ 
relationships with gaming media 
38 You're Playing It Wrong 
Brian Howe leaks the outline for a 
new deceptively arty game trailer 


Features 


76 Full House 
How does the feature-stuffed kit 
that is Sony's Vita measure up? 


82 The Untouchables 
Finding fault with the most revered 
videogames of all time [part two] 


92 Silicon Science 

Talking tech with ARM as it lines up 
next-generation mobile processing 
Create 

128 People 


Opening a dialogue box with Charles 
Cecil, the man behind Broken Sword 








130 Places 
Tramping into the halls of 
Castlevania’s Gothic fortress 


132 Things 

Making a note of the progress 

of save points through the ages 
134 Studio Profile 

Hard times for Arkedo prove that 
desperate last shots can work out 
138 The Making Of... 

Ninja Theory's eastern-infused 
Enslaved: Odyssey To The West 
142 What Games Are 

Tadhg Kelly looks at games as 
part of the transmedia future 
144 In The Click Of It 

Clint Hocking explains why 
games can hinge on their doors 
147 The Possibility Space 
Randy Smith wonders what will 
satisfy today's mature players 
can make us show our caring side 


166 Edge Moves 
Discover the game industry's best 
new jobs in our recruitment section 



























EDITORIAL BUSINESS 
Tony Mott editor in chief Richard Keith publisher 
Mark Wynne senior art editor Jas Rai advertising sales manager 
Alex Wiltshire online editor Richard Jewels advertising sales executive 
Jason Killingsworth features editor Тот Acton brand marketing manager 

Craig Owens games editor Robin Abbott creative director 
David Valjalo writer Simon Maxwell group publishing director 

Matthew Clapham production editor Jim Douglas editorial director 

Andrew Hind art editor Mark Wood UK chief executive 


EDITORIAL CONTRIBUTORS 
Anthony Agnello, Leigh Alexander, Nathan Brown, Matthew Castle, Christian Donlan, 
Duncan Harris, Andrew Hayward, Clint Hocking, Steve Hogarty, Brian Howe, Tadhg Kelly, 
Brendan Keogh, James Leach, Simon Parkin, Matthew Pellet, Steven Poole, Jamie Russell, 
Chris Schilling, Graham Smith, Randy Smith, Richard Stanton, Keith Stuart, Kevin Williams 
ART CONTRIBUTORS 
Terry Stokes, John Anderson, Martin Davies 


THANKS TO 
Ron Jenkins, Leah Smith 


CIRCULATION Matt Cooper trade marketing executive | Rachael Cock trade marketing director 
John Lawton international account manager 
PRINT & PRODUCTION Mark Constance production manager 
Frances Twentyman production co-ordinator 
JCENSING Tim Hudson head of international licensing 
Regina Erak senior licensing and syndication manager | SUBSCRIPTIONS Adam Jones 
CENTRAL EDITORIAL Tim Clark editor in chief - games 
Graham Dalzell group art editor - games | VVEB Rachel Titman digital project manager 
Adam Millington digital designer | Leroy Kirby lead developer 


| CONTACTS 
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IMAGINATIO| 


E3 CJ |р, 
So much more ап just а motion capture studio... 





www.imaginationstudios.com | info@imaginationstudios.com | + 46 (0) 18 10 69 30 
Stockholm (Uppsala) - London - Belgrade - Los Angeles 











Nintendo's 305 certainly got off to a rocky start, but the release 
of a few key firstparty titles, and Monster Hunter 3G in Japan, 
changed the handheld’s fortunes toward the end of 2011. As the 
system approaches its first birthday, on р10 we take а look at the 
reasons why it faltered, the challenges ahead, and the potential 
lying in wait. While we're future gazing, we catch up with Gaikai's 
David Perry as he foretells the death of consoles and the imminent 
rise of TV-based cloud gaming, which seems a little less out there 
now that the service will come integrated into certain LG sets (2). 
Then on pló, we see how modern technology is revitalising the 
arcade with a look at Adrenaline Amusements’ Touch FX cabinets, 
which provide iOS games with big-screen breathing room. If 
that has your creative juices flowing, head to p18 to discover the first 
details about the Edge Create Challenge 2012 (4) №, on the other 
hand, you're more of a watcher than a doer, consider the gamers 
honoured by Guinness World Records ©) some of whose feats we 
celebrate on p20. On p22's Soundbytes we gather together the 
wisdom of Gabe Newell, the self-promotion of Tomonobu Itagaki, 
and the reforms of education secretary Michael Gove ( 6 ). Finally, 

оп p24, we come full circle as comedian Richard Herring @) T) tells 


us what Nintendo handheld gaming brings to his fitness regime. 





E, 


www. bit.lyIM3xla 
Up-to-the-minute 
game news and views 





KNOWLEDGE 
3DS 










Nintendo is currently making a 
loss on each 305 sold, but Iwata 
said at a recent financial briefing 
that he expects to begin making 
a profit on units during 2012 


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10 

















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When 3DS's price was 
cut just months after 
release, Nintendo CEO 
Satoru Iwata issued 
an apology to early 
adopters and took a 
50 per cent pay cut 














What do the first 


Nintendo 
one year later 








12 months in the life of a console tell 


us about the challenges of the modern gaming market? 


" | 5 | № А 
H ow auickly the glistening technology 
rod r = 
ot Ine future gives way то the 


VM hen ADS Ju 


made its first public appearance at E3 in 


2010, it sounded like delightful science 


ho-hum, untidy ргеѕеги 


fiction, The prospect of glassestree 3D 
— on the allure of futuristic 
gadgetry th 
relied on vi ideogt ames to provide. Mario 
could jump out of the screen; Link could 
nudge aside layers of foliage arrayed 
with tangible depth lo reveal a long-lost 
tempie. How did Nintendo pull it offe By 
ihe lime ‚р eople were actually living wilh 


the devi Ce, however. the question rom 





certain quarters had changed to: why? 
“lt was kind с 


© Spe EN Y Tp | C 3 D," 


y fun | I week II) 
says Alex Neuse 


ol Gaijin C Games, mc ken ol 3055 


SELCCT 


ia! consumers have his! orically 


Bit. Trip Saga collection, "but honestly, 
il wasn't that different. It was just a 
different flavour of Nintendo.” 

Does that Nintendo flavour, or 
‘difference’ — which made its DS the 
bestselli ing portable console to date - 
still have the same level of magnetism 
lodaye One year on from its launch. 
305 has come to embody the uncertain 
future of the videogame OUSINGS 


Signs of trouble emerged p rior lo 


3DS's release. At the Game Developers 


nd 


Conte anc ГА Т "d К 1 
С агуы Ее IM i N March. [us 1 days СТ Hei 


305 launched in Japan, Nintendo CEO 
Satoru Iwata decried the quantihy al 
cheap software on the App Store 
"Quality does not malter to [Apple], 

he said. He would go on to insist that 


retail games and 3DS' 25 slil-unopened, 


unnamed digital games service — soon 
christened Ihe eShop — would set Ihe 
system apart Rather than acknowledge 
№! devices such as Apples iPhone had 
C hanged the face of mobile gaming, 
Nintendo's leader seemed fo be clinging 
lo a myopic view ot how games are 
now being made. released and played 
Gluantity was more important than 
lwata believed. Five months alter thal 
speech, Nintendo had sold just over 
#00000 3 


har below the company 5 — 0 na, more 


u TT "T =" ae mp кезү 
Jo consoles, performing 50 


crucially, hareholders' - expectations 
that it a oped the handheld's price 
heowi y in nal territories to ‘chante 
momentum . It was a desperate move 
Bloom berg ] Japan reported da 15 atter the 


di Op thal Nint lendo was sell ng 305 ® 


fh HOME 











1 


| 
5 


STORE FRONT 
Even with an extra 
three months to 

iron out the kinks 
following 305°% 
release, the eShop has 
had trouble finding 
firm footing. Browsing 


the 


store is often 


confusing thanks to 
odd sectioning, and 
learning about new 
titles is a tricky 
venture, Still, it's a 
step up from the 
WiiWare and DSiWare 
stores, WayForward's 
Matt Bozon approves. 


"Having released titles 


on all three Nintendo 
digital stores, the 
eShop is by far my 


favourite," he explains. 


“The recent addition 
of 3D videos has really 
helped buyers preview 
the games." 


12 





at a loss, an unheard-of manoeuvre for 
o company that had spent the past ten 
years happily selling technology such 
as Wii and DS аі premium prices. The 
obvious need for quality software was 
even more damning, since 3DS's 
earning potential now rested solely with 
games. Thirdparty publishers began to 
delay and cancel titles for the system, 
exemplified by Capcom; killing off of 
Mega Mon Legends 3. The device thal 
seemed so cutting edge just a year 
before now seemed to be Nintendo's 
biggest misstep since its Virtual Boy. 
What happened? For starters, 
305 simply wasn't ready for release. Its 
digital games store, the eShop, didn't 
open lor business until three months alter 
the system was in players’ hands. Worse 
still, developers working on the system 
didn't have enough time to prepare 
properly — those making launch games 
for 3DS weren't even aware that 
stereoscopic 3D was a feature. Julian 
Gollop, X-Com creator and lead 
designer of Ubisoft Sofia Studio's 305 
launch game Ghost Recon: Shadow 
Wars, recalls just how in the dark 
designers were. “The biggest shock to us 
was when Nintendo revealed that the 
upper screen would have stereoscopic 
3D, even though we hod 
been using the devkits for 
a while already,” he says. 
"We had designed the 
game with the touchscreen 
as the main display In 
order to enable stylus 
control, and we were 
using the upper screen for 
the map and character 
information. We had to swap the screen 
functions around and abandon the idea 
of controlling the game with the stylus." 
Gollop's game was ignored when 
305 first released, but has gained а cull 
following since for its strengths. It's also 
been singled out for its use of 3D effects. 
"We got a lot of compliments from 
players for our use of 3D. It made the 
3DS feel like a window on а diorama 
with little soldiers moving around. We 
didn't try to exaggerate the effect just for 
the sake of it. so it fel! comfortable for 
most users, rather than gimmicky.” 


3DS wasn't ready 
for release; those 
making launch 
games weren t 
even aware 3D 
was a feature 


The fact that the console's 3D effects 
- despite the glassestree convenience — 
feel like an unsalistying gimmick in mast 
games is another hurdle that 3DS has 
yet to fully clear. Super Mario 3D Land, 
the flagship game that Nintendo so 
badly needed at launch, clearly shows 
that 3D can facilitate new play — 
moving the 3D slider to reveal hidden 
depth in a room full of blocks is clever 
— but it's а rare exception. 

Regardless, developers are now 
warming to the technology, and that 
greater understanding is helping the 3D 
effect become a more useful tool in 
designers’ arsenals. While Gaijin 
Games wasn't initially impressed by 
305, that indifference changed as it 
retrofitted its games Юг the Bit. Trip Saga 
collection. Gaijins Mike Roush says 
it just took time: “Our expectations 
were that we were going Юю go super 
bonkers nutzoid with the 3D, bul after 
working wilh the system we realised 
that a subtler approach was almost 
always better, more elegant. We often 
had to wrangle in our 3D desires." 

WayForward is also finding the 
sweet spol for the 3D screen. "| have a 
special place in my heart for 2D games. 
They can be more whimsical than 
polygonal games, but are 
rarely as immersive,” says 
Matt Bozon, director of 
Mighty Switch Force. 

"| think the stereoscopic 
technology that the 305 
brings does an amazing 
job of drawing the player 
into а hand-drawn world. 
Ambient animation and 
sound can go a long way, but this gives 
us a new dimension to play with while 
rendering worlds that can only be 
described through illustration." 

Mighty Switch Force and other 
downloadable games released at the 
end of 201 1, 
quelled fears that 3DS would see the 


such as Pullblox, have 


same piles of shovelware that litter the 
WiiWare and DSiWare stores. Those 
games aren't what's selling the system, 
though. Alter Christmas, Nintendo 
announced that sales of 3DS had 
leapt to more than 15 million units, 

















Thirdparty support is crucial for 3D5’s success. 
High-profile titles such as Resident Evil Revelations 
(top) and MG53D: Snake Eater are promising signs 


jus! edging out DS's first-year sales of 
14.43 million systems. The impressive 
numbers followed the release of 
marquee titles, namely Nintendo's own 
Super Mario 3D land and Mario Kart 7, 
which both sold more than a million 
copies alter being released at the end 
of 201 1. Monster Hunter Tri С helped 
give the system а leg up in Japon when 
it came out in December, too, but it's 
undeniable that firstparty titles were, os 
usual, what convinced people that they 
needed this new Nintendo hardware. 


So Nintendo has proven once again 
that it makes solid games about ltalians 
jumping and driving cars. The burden 
remains, however, to prove that the 
system 15 fertile ground for game makers 
intent on reaching a wide audience. As 
such, the real test for 305 is yet to come. 
The next few months will see big-budget 
titles from major thirdparty franchises hit 
the system, including Kingdom Hearts: 
Dream Drop Distance and Metal Gear 
Solid: Snake Eater 3D [reviewed р1 22]. 
The success of those games and olhers 
like them, from a business perspective il 
not a creative one, will determine if third 
parties have a future on 305. 

There's more pressure riding on 
these games, though: 305 is a proving 
ground for the sustainability of all 





Special bundles bolstered a strong holiday period, 
pushing 3055 Japanese sales over 4 million. The 
arrival of Monster Hunter 3G (right) helped, too 


devoted portable gaming machines. As 


Svstem furns Ore. „л s ге using 
Ё Nl 


== 


its PlayStation Vita. Unlike 305, Vita is 
coming out with a stable of games 
backed by strong brands, including 
Uncharted: Golden Abyss and Wipeout 
2048. 3055 apparent turnaround has 
that SCEE president Jim Ryan said in o 


recent interview thal the company is 


emboldened Sony as well, to the extent 


encouraged by Mintendo. Sony's device 


is also buill fo succeed oul the aate 


E 


k ; | Ё Г Д | А Fi 
where Nintendo's tailed, particularly in 
having a strong digital marketplace 
HRS 
ready trom the get-go. 
VVhat Vita doesn't have is а Mario 
E 1 = | 
Kart. Uncharted is a worldwide smash, 
: | Р | = Р ry 
with the three main PlayStation 3 games 
sel ing in excess of 13 million copies, 


but its hard м in the league of Nintendo's 


core tranchises: Mario Kart Wii has sold 
over 28 million copies since 2008 

3DS con survive as a orofitable console 
supported by Nintendo's games alone 
Developers suc -h as We Forward and 
Ubisoft's Sofio Studio have shown tha! 
lhere's creative soil lo be filled in 
developing tor 3D5, too, but there's still 
little proof that they can make a living off 
of il. In year two, 3DS no longer has lo 
prove it can sustain N ntendo. it has to 


otter game makers more Ihan jusl ia ; 


| a [ ij: [ uL de 
screen that used to feel like the М E | 





Mario.Kart 7 (top), 'Ocarina о! Time 3D (left) and Super 
Mario 3041 and (above) have all sold over a million units 








While it’s still unclear 
whether or not 305 will 
recapture the creative 
spirit and commercial 
success һа! kept DS a 
happy home for game 
designers for nearly a 
decade, there are some 
games on the horizon that 
have exciting potential 
What will define 305 in 
2012? “Two words: 
Animal Crossing,” says 
Julian Gollop. "The vastly 
improved connectivily 
features of 3DS are just so 
well designed to support 
this game. | think we 
should get some more 
interesting developments 
all round with games 

that blur the distinction 
between online and offline 
play to create an almost 
seamless connection 
between these traditionally 
separated modes." 


13 


KNOWLEDGE 
CLOUD GAMING 





Pall, assured and evangelical, 

David Perry, founder of cloud 
gaming service Gaikai, isn’t short of 
an attention-grabbing quotation or two. 
"| cannot envision a world in which all 
games are not consumed via cloud 
storage,” he says in his keynote speech 
at the Cloud Gaming Europe conference 
during a cold January in London. 

“Cloud gaming is setting the endgame 
for consoles as we know them." 

Hubris? The ravings of a man who's 
bet the latter part of his career on the 
cloud? Speaking just one week alter 
television manufacturer LG announced 
at CES a deal to include Gaikai in its 
forthcoming sets, there's a ring of 
prophetic truth to his words. 

"Consoles are going to go away,” he 
tells us alter his presentation. "They'll turn 
into media boxes, which is exactly what 
Sony and Microsoft have been doing in 
their marketing for the devices. Soon they 
won't even be called consoles... When 
a game console does everything it 
becomes irrelevant, because its full 
functionality can be offered by television 
оп а Wi-Fi network. Why would | want 
a $500 box when | can access all of its 
content direct through my TV?" 

Perry is obsessed with ‘friction’ — the 
number of obstacles that prevent a player 
from playing a game. Friction is what 
keeps console and PC gaming a niche 
hobby, he argues. "Apple has reduced 
friction on phones – before, you had to 
lype your credit card details to buy every 
mobile game. But Sony has gone the 
other way in making things more 


complicated. These days you сап poy sa J 
Bes! Buy $129 lo come iO your house ` 


l4 





aming steps uj 


With Gaikai functionality to come packed into LG TVs, 
consoletree gaming for the masses is making strides 


help you set up your PS3 with updates. 
likewise, it takes 43 clicks to play a 
demo of Los! Planet tor a firsHime user on 
Steam. IF you look at the figures on this, 
Ihe publisher has probably lost 95 per 
cent of its customers by this point. Gaikai 
takes two clicks to play Dragon Age." 


The LG deal potentially combines the 
power of console and PC gaming with 
the neartrictionless experience of cloud 
gaming, all within a TV. CES attendees 
were wowed with 


H — 
demonstrations of Super Con soles are 


Street Fighter IV: AE 


playing on an LG set with 


m 
no additional hardware They | furn into 





modifications to their circuitry but say they 
plan that for the 2013 TVs - the amount 
of latency they COU d SE would morae 
than cover the transil time on the Internet. 
It's going to get to the point where the 
consumer won't be able to tell if it's going 
through the Internet or TV. 2013 is my 
prediction for when we won't be able 
to distinguish between a streamed and 
a console version of a game." 

It's an exciting claim, but could it 
be that Perry is covering Gaikai's back, 
pushing blame lor any 
latency on to the TV 


gol ng to go away. architecture? It also raises 


Ihe question of whether sets 
released with Gaikai in 


attached, the full game media boxes and 2012 аге, to а certain 


streaming from Gaikai's 


"RU ie | 
servers. Street Fighter IV won t even be 


degree, unfit for purpose 
due to this latency. Either 


was an interesting choice called consoles” мису, it's clear that LG isn't 


tor the demo, since its 
staunchest fans obsess over frame data. 

“Televisions are not designed to be 
fast,” Perry admits. “The signal comes 
in and it's moving from board to board 
internally before it hits the screen with 
around 70 to 90 milliseconds of delay, 
At Gaikai, we're constantly battling 
atency. From my house to a Gaikai 
server is eight milliseconds. My hotel in 
London is five milliseconds from a Gaikai 
server, so we are dealing with these very 
small numbers in general, 15 been my 
objective to build the fastest network ever. 
So when you suddenly get 90ms in ће 
TV architecture, that's а big problem. 

"But imagine a TV manufacturer totally 
gets into bed with us and gives us a 
direct link fram our ethernet port straight 

ыз erm fb SUE Re „еше, Е 










he only TV manufacturer 
working on these problems. "Every 
major brand will soon sell televisions with 
cloud-gaming services in-built," Perry 
claims. “| haven't spoken to a single 
major TV brand thot isn't in some 
process of deciding to do this.” 

Perry believes Apple is planning 
the announcement of a digital TV, 
while Microsoft will move into the 
the TV business, With Sony already 
manufacturing TVs, does this mean the 
console wars of old will switch to TV 
wars? IF we want to play a firstoarty 
Sony title, will we have to own a Sony 
TV? "That paradigm of games being 
locked to single devices is going to 
go away, in my opinion," Perry says. 
"If 50 devices can stream your game, 
you won't want to sign exclusivity.” MI 






Gaikai claims that 73 
per cent of players it 
has polled would rather 
play through the cloud 
than via downloads 





If every TV owner has 
access to the full catalogue 
of recent game releases 
without the need for game 
dises or additional 
hardware, the pool of 
players dramatically rises. 
That's simple mathematics. 
For evidence of the 
difference in scale 
between traditional 
gaming avenves and 

new ones, Perry points to 
Facebook, where player 
numbers of, say, FarmVille 
[above], swamp those of 
traditional console and PC 
games. "IF the latest World 
Of Warcraft expansion 
had been released on 
Facebook," he says, "it 
would have debuted at 
67th place in the charts 
based on player figures." 


David Perry is founder of cloud gaming service 
Gaikai. The company is looking to Wi-Fi TV sets 

as the future for gaming, while competitor OnLive 
announced during CES that it's partnering with 
Google TV to provide its gaming services 





KNOWLEDGE 
TOUCHFX 





ike the classic coin-op games that 

drained our collective pockets, many 
of the best app games today trade in 
simple skills, repetitive mechanics and 
brief play sessions that can be [and often 
are] repeated ad nauseam. Perhaps it's 
fitting, then, that mobile sensations such 
as Fruit Ninja and Flight Control have 
made the transition from tiny handhelds to 
arcade units bearing bulging, 46inch 
multitouch displays, via Adrenaline 
Amusements’ TouchFX platform. 

The Canada-based manufacturer 
hoped to make a "big iPad" Юг an 
arcade environment, says Marc-Antoine 
Pinard, vice president of business 
development and marketing; something 
so extravagant it could 
never be found in an 
average home and 
sturdy enough to handle 
thousands of daily finger 
swipes. Essentially, il's 
an upright version ol 
Microsoft's multitouch 
Surface tablet, albeit 
outfitted with existing 
brands that pull in players 
already attached to the mobile originals. 

Nearly 1,000 such screens now 
populate bars and other social spots in 
the United States, making TouchFX one 
of the rare recent coin-op success stories. 
Adrenaline launched Fruit Ninja FX — a 
translation of Hallbrick's produce-slashing 
smash — in early 2011, picking the доте 
first due to its ever-increasing mainstream 
awareness опа approachable nature. 
"We were looking for something where 
people could touch the screen and right 
away know what they have to do," 
explains Pinard. "My two-yearald is 
playing Fruit Ninja on my iPad. He 
doesn’t need an explanation." 


“TouchFX is 
something where 
all of your body 
is embedded in 
a multimedia 


experience" 


Hallbrick spent weeks working with 
Adrenaline to refine the experience for 
the larger display, as porting the portable 
app meant reworking assets and 
rebalancing the game due to the longer 
finger swipes needed to decimate digital 
apples and bananas. “The fruit are 
actually now pretty clase to actual size,” 
notes Phil Larsen, the studio’s chief 
marketing officer. “It gives you an even 
better sense of satislaction by slicing 
with such broad strokes.” 

Pinard believes the best arcade 
experiences deliver " 360-degree 
immersion," and between the large 
display, booming speakers and active 
movement needed to interact with the 
touchscreen, he says 
TouchFX is “something 
where all of your body is 
embedded in а multimedia 
experience’. By building 
these larger and arguably 
more enthralling versions 
of popular mobile games, 
Adrenaline hoped to 
recapture the sensation 
of being sucked into on 
arcade racing game some years back 
via glossy screens and forcefeedback 
chairs, despite owning and playing Ihal 
same title on а home console. It's a 
gamble to expect fans to spend as much 
on a single arcade play as they might on 
the full mobile app, however — but it's one 
that oppears to be paying off thus far. 


The two TouchFX offerings that 
followed Fruit Ninja similarly expanded 
upon established franchises, but aimed 
for notably distinct demographics. Flight 
Control FX brings Firemint's tinger-based 
aeroplone-directing affair to public 
spaces, and Pinard says it's been 


The arcade touch 


How Adrenaline Amusements turned mobile apps into 
coin-op favourites one massive touchscreen at a time 








Marc-Antoine Pinard 
(top) is Adrenaline 
Entertainments’ vice 
president of business 
development and 
marketing; Phil Larsen 
is the company’s chief 
marketing officer 


successtul In capturing the imaginations 
of oftalienated bystanders: "For the first 
time, we ore seeing moms playing an 
arcade game instead of sitting at a table 
and watching a kid play.” 

Infinity Blade FX. оп the other hand, 
makes a strong play for the hardcore set, 
thanks to its medieval hack-and-slash 
duels and multiplayer batles available 
on multiscreen TouchFX units, Still, Chair 
Entertainment's celebrated adventure was 
a surprise pick for an arcade release, 
considering the length of the original 
quest and the strong sense of personal 
progression held within. The arcade 
iteration distills that approach down to 
a rapid succession of battles - like a 
traditional coin-op fighter — in which a 
fallen round means pumping in cash to 
continue the trek to topple the familiar 
God-King from the iOS titles. Adrenaline's 
research says Infinity Blade FX is primarily 
attracting Android phone owners, who've 
thus far been denied their own mobile 
version ol the showcase swordfighter. 

Expanding TouchFX's global presence 
is now a key goal for the company, with 
34 countries outside the US set lo receive 
units manufactured locally in each region. 
Additional titles are planned - Pinard 
hopes to pursue an adaptation of Infinity 
Blade Il down the line = but multitouch 
displays won't be the company’s only 
focus: Adrenaline plans to bring two new 
hardware experiences to arcades, which 
he ambiguously hints are “aligned with 
technologies seen at Ihe [2012 
Consumer Electronics Show]. 

And what about creating original titles 
as opposed to porting mobile favourites? 
Don't count on il any time soon. "There 
are way too many brands," claims 
Pinard. "| would rather work with ууһа! 
people like right now.” № 
































TOUCHING BASE 
Adrenaline’s first three 
louchrA cabinets span 
a diverse array of 
popular mobile titles, 
with more in the works 
O Infinity Blade FX, 
the gorgeous hack-and 
slash dueller, serves up 
the series’ swordfights 
while minimising the 
between-battle activity 
present in the 105 hit 
© Flight Control FX 
still requires players to 
land aircratt by tracing 
their paths to a runway, 
hut benefits from the 
greater breathing 
space of the arcade 

© Multiplatform smash 
Fruit Ninja launched 

on TouchFX well before 
its similarly enlarged 
Kinect counterpart 
shipped last year 





Infinity Blade was never 
a slouch in iOS form, but 
for its arcade debut, Chair 
Entertainment implemented 
a few touch-ups for the 
gargantuan displays. 
"We're able to really 
crank up the textures, 
shadows and post- 
processing effects to 

make it look even more 
amazing," says Donald 
Mustard, creative director 
at the Epic Games 
subsidiary. Infinity Blade 
FX offers another new 
element: physical 
redemption tickets that can 
be exchanged for trinkets 
and prizes at amusement 
centres. “It's so awesome 
to be wailing on the 
enemy and notice а bunch 
of tickets streaming out of 
the arcade machine as 
you do it,” Mustard adds. 
Already available in North 
America, the game will be 
in arcade and amusement 


All three of Adrenaline's TouchFX cabinets house the same 46-inch multitouch display and hardware, but 
parks worldwide soon. 


each is uniquely skinned in order to stand out in a crowded public venue and attract players money 


KNOWLEDGE 


Introducing the Edge 
te Challenge 2012 





Cr 





Win a Unity Pro account and an expenses-paid trip 
to the Unite conterence in our browser game contest 


Wi teamed up with the company 
| j| = р . 1 d = 
Г behind game engine Unity to 


launch a game creation competition, 

From March 6, we'll be inviting entries 
based on a to-berevealed theme ana 
built wif Unity | 


=j . | 
пе winner and МО runners-up wi De 


nM Web | DIOAN': 


gwarded Unity Pro licences and both the 
Pro add-on 5, еас h 
orth HW 5001 In total The 


11 | А 
winner will es neta Irophy and a rip 


A z | F = rm Я ce 
Android Fro and JS 


sel being nag VM 


to Unite, Unity 5 developer conference.in 


Amsterdam iñ Augus! inc uding airfare; 


18 


hotel room and an entrance pass for one 

person, Entries may also be featured in 

the pages ol Edge ond on our Web site, 

05 well as in other F uiure DU iblii cations 

and via Unity's Web site and netwo Se 
The Кае version of Un ity gives you 

all You need to build your eniry. ts а 

2D and 3D 


be able to 


powerful, extensive toolset foi 
games, and you' else | make 
use of Unity's Assel Store, a resource ol 
нее ond paid-tor assets that include art 
shaders sounds n tutorials. Ромма а 


Unity аллоу 3d. eT 





www.bit.ly/AgDQdv 
Full competition details, 
plus terms and conditions 








3 e Edge Create Challenge 2012 
wi үк off аш ng Ihe San Francisco 
С on March 6, when we'll ке Ihe 
heme and the judging panel, which will 
ec sd ne various Br [е fig ures in game 
development [including Unity's to S 
and Edge staff. 7 


Км 





he panel will be loo king 

а creative interpretation of the theme. 

originality ana technical merit, The 

С omg date is six weeks later April Fo 
Visit МАА edge >online.com / unity 

competion for more news ‚further details 


and ful erms and с опао! ONS 











` NEW CONTENT FIRST 
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vabject to change. SEE calipfógby ате FOR THE MOST UP TO DATE FEATURE SET. 





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Celebrating game enthusiasts who've taken things to extremes 


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A HIDEO KOJIMA GAME 


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FEATURING THREE METAL GEAR SOLID GAMES 
METAL GEAR SOLID 3 oe | | 3 , | 


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METAL GEAR SOLID 2 
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© Konami Digital Entertainment Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group of companies. “<M” "PlayStation", and “PS3" are trademarks or 
registered trademarks of Sony Computer Entertainment inc. "c f. 3" is a trademark of the same company. All Rights Reserved. Trademarks are property of their respective owners. 





KNOWLEDGE 
TALK/ARCADF 


ARCADE 
WAICH 


Keeping an eye on the 
coin-op gaming scene 


oundbytes 


Game commentary in snack-sized mouthfuls 























"Some people think they can get away with something 
and just hope that people won't see through the bullshit 


The Internet 1$ 
way smarter than 
any of us.” 
ysell - Іпа 
. // 
variety of senses. 


When asked who he paid mos! attention to in 201 1, Valhalla's 
Tomonobu Itagaki doesn’! shy away from a pal on his own back 
F F 






Game Storm Racer 
Manufacturer WAHLAP Technology 





In the heyday of the arcade 
scene (remember the neon haze 
and the unrivalled opportunities 
for second-hand smoking?), 
Japan-based manufacturers and 
developers ruled the roost with 
AAA arcade games and cabinets. 
As this column has attested in 
recent months = with iOS ports 
(E236) and East Asian titles such 
as Power Truck (E237) - the 
landscape is changing and the 
power is shifting. Other territories 
are beginning to produce games 
that imitate and aim to improve 
upon traditional genres. 

Consider Storm Racer, the 
second part of China-based 
distributor WAHLAP's one-two 
punch, which began with last 
month's Power Truck. The game is 
another straight-up shot of arcade 
racing adrenaline, which has been 
adapted by indie developer Insoft 
from a PC title and invigorated 
with a crisp 720p display running 
60-Trames-per-second visuals. 

Gameplay requires Ridge 
Racer-style drifting to build up 
boost, while stages are gorgeous, 
with sweeping vistas that evoke 
Sega's Daytona USA. The sense 
of speed and camera placement, 
meanwhile, conjures fond 
memories of the seminal OutRun 
2, demonstrating that these new 
arcade contenders aren't just 
cloning classics, they're striving 
to recapture old magic. 

The ability to network up to 
eight cabinets — to Power Truck's 
four and matching 
that of marketplace 
competitor Dirty 
Drivin’ (E235) 

- suggests that 
WAHLAP is 

both improving 
its technical 
capabilities and 
addressing a gap 
in the market 


" 92 l = — жа = i | = = og. eo 40 HE = = J EI سے‎ m у= | = - —4 m 
Shenmues licence is an IP that belonas 


in 


ы A 
LJ Jeu 










The death ol Shenmue's social outing on mobiles doesn't 
necessarily spell the end for the series, affirms Yu Suzuki 


"Technology in schools will no longer be micromanaged 


by Whitehall. We're giving schools and teachers 
freedom over what 
ana how to teach 






M. 


I. - os wg М | 
revolutionising ICT as we know it. for mass- 

multiplayer 

UK education secretary Michael Gove opens the door lor a new wove of game makers experiences. 


22 EDGE 





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SONY 


make. beleve 


KNOWLEDGE 
FAVOURITES 





! nce one half of lee & Herring, 
Ihe comedy partnership behind 
TV shows such as Fist Of Fun (recently 
released on DVD], Richard Herring 
has spent the past decade writing and 
performing solo stand-up shows while 
also appearing on the TV panel-show 
circuit and launching hit podcasts such 
as As It Occurs To Me. In between, he 
maintains a gaming habit that began in 
the wilds of Cheddar in the early '80s. 


| 


What's the first videogame system 

you remember using? 

Му sister bought something that 
connected to the TV, which played tennis 
and maybe two other games, but the first 
thing | could play on properly was an 
Acorn Electron computer. My parents 
bought it thinking | would learn to 
program computers, but most of the 

lime | just played Kevin Toms’ Football 
Manager, which is one of my favourite 
games ever. | also liked things like 
Defender. | remember playing various 
adventure games, bul they were very 
difficult because you would have to get 
the wording exactly right or the game 
wouldn't go on to the next section. 


This was the early ‘80s: did you feel 
like there was a kind of revolution 
happening, or did it feel like just 
another distraction? 

It was really exciting. | remember when 

| played Space Invaders with my friend 
Phil Fry at the Cliff Hotel in Cheddar 
Gorge, sneaking away after school with 
а pile of ten pence pieces without my 
mum and dad knowing, and thinking that 


was incredible. | liked pinball as much as 


24 





you look out into the 
audience and there'll 
be lots of cool young 
hipsters,” Herring 
observes, “but you 
come to my gigs and 
you look out and 
there's lots of bearded 
men ¬ computer geeks 





videogames, really. | really loved any 
gadgets and games, and the idea of 
being able to play these things at home 
seemed revolutionary back then. 


GamesMaster Golden Joystick? 

| do - it's pretty much the only thing 

I've ever won in my life. [Laughs.] The 
challenge was to make a film using very 
primitive editing software. It's on YouTube 
now, if you really want to watch it. 


Going on games you've talked about 
in the past, you seem drawn to quick- 
fix things, such as Mario 
Kart and Rock Band. 

| got Guitar Hero and The 
Beatles: Rock Band and 
I've only played them 
about three times. It's such 
an outlay, and then you've 
got to have it all set up 
and it's got to all work, 
and if anything goes 
wrong... Also, with something like that, 
its only really fun if other people can 
play it with you. That's why l've tended 
ta go for games like Civilization Il in the 
past. It really ate up a lot of my time, 
playing it on my own. 


What was it that really grabbed you? 

lt was one of those things where you'd 
go, “Oh, I'll just play until the end of the 
next turn,” and then eight hours later 
you'd still be playing, because there was 
always something going on — it was 
cerebral enough to keep you thinking 
about stuff. Then you'd just want to make 
sure your caravan got somewhere, or the 


“Mario Kart is 
actually good in 
the gym because 
you start to cycle 
harder when 


you’ re losing" 


My favourite game 
Richard Herring 


Talking quickfix play and long-term addiction with that rarest of 
breeds: a comedian who's won a GamesMaster Golden Joystick 


wor progressed in a certain way. | just 
liked all the different ways that the game 
could go — you'd play it and it'd be 
different every time. 


Which games have been distracting 


you in recent months? 

I've been playing a lot of Monopoly 

on my iPhone, but on holiday | started 
playing Mario Kart again on my DS, 
which | haven't played for ages. l'm 
trying to get the point where | go to the 
gym and sit on an exercise bike, and 
that's where | play these games. Mario 
Kart is actually good [for that] because 
you start to cycle harder 
when you're lasing. You 
think you're controlling it. 
[Laughs.] You can sit on 
an exercise bike and play 
Monopoly or Mario Kart 
or 45 minutes and forget 
you're exercising. l'm trying 
to find games that will 
keep me going in that 
way, Yahtzee is a perennial favourite = 
I've played thousands of games of 
Yahtzee. There is a woy of getting better 
at that game — it's quite mindless, but 
there's a logic to it, 


What's your favourite game of all time? 


It's a tricky one — a toss-up, really, 
between Football Manager by Kevin 
Toms and Civilization by Sid Meier. I've 
tried various incarnations of Civilization 
and | think | just really understood the 
second one. Purely in terms of the number 
of hours I've played it, Scrabble might 
beat it, but | think Civilization Il is my 
fovourite game of all time. BI 


www.bit.ly/zVmetx 
More gaming talk 
wit^ Richard Herring 


Herring's stand-up show 
What Is Love Anyway? is 
touring across the UK until 
May. Visit his Web site at 
www. richardherring.cam 
for tour dates, links to his 
podcast work, and his diary, 
containing nearly ten years’ 
worth of daily entries 





KNOWLEDGE 
THIS MONTH 


WEB SITE 


Love letter From Canada 
www.bit.ly/xOkkZn 

Keita "Katamari Damacy" 
Takahashi left Namco last year 
to move away from the game 
industry, But just when he 
thought he was out, И appears 
it — or at least developer Tiny 
Speck = pulled him back in. 
Currently based at the 
company's Canada studio, 
where he's hard at work on 
under-wraps MMOG Glitch, 
Takahashi is writing a blog 
that's a light-hearted, 
insightful charting of both a 
developer's work experience 
and а foreigner's view of a 
strange new land. It's an 
invaluable look through the 
lens of an eastern game 
auteur a5 he navigates the 
western industry and its 
quirks. Takahashi's also a keen 
photographer, snapping his 
way through life = including 
tours of other studios - and 
then mixing in a colourful 
avatar that would make the 
King Of All Cosmos proud. 





















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BOOK 


Distrust That Particular Flavor, William Gibson 








VIDEO 

Battlestar Galactica RPG 
www. bit.ly/yootk 
Live-action adaptations of 
popular game franchises have 
made a bad habit of botching 
(or, worse, abandoning) the 
core pillars of their source 
material. CallegeHumour's 
16bit-style RPG adaptation of 
the recent Battlestar Galactica 
remake 15 a great inversion ol 
that trend. It's a parody that 
employs all af the main plot 
milestones of Ronald D 
Moore's uneven TV show, and 
its creators are keenly aware 
of RPG traditions, using 
everything from item selection 
ta turn-based battles to tell 
the tale of the ill-fated 
Galactica's voyage home 





WEB GAME 
Midas 

www. brt.ly/whBLs4 
Wanderlands entry for 
the Ludum Dare Jam 72-hour 
competition is a masterclass in 
tight, simple platform-puzzling 
and minimalist aesthetics. You 
play Midas, whose infamous 
touch turns platform blocks to 
gold, causing them to stack or 
drop into oblivion, depending 
on how the level lies, You have 
two objectives: touch water to 
allow Midas to make human 
contact, and then reach your 
beau. It's trickier than it 
sounds and the short levels 
are punctuated with narrative 
nuggets, giving players а 
thread to hang on to as they 
leap around each stage. 
Remove the wrong blocks on 
your journey to water and you 
may well destroy your chances. 
of reaching your lady soon 
after, The look, feel and 
rhythm is closest, perhaps, to 
Sony's Echochrome — high 
praise for a game made under 
serious time constraints 


TWEETS 


| really wish these piracy bills didn't have 


Known primarily for genre-defining cyberpunk novel Neuromancer, 
William Gibson has a reputation as one of the most forward- 
thinking authors of his generation (he did, after all, foresee the 
Internet). While the quality of his fiction is no secret, it may come as 
a surprise to find Gibson has slowly but surely amassed a solid 
portfolio of journalistic work, which is collected for the first time 
here. From glimpses of a brush with Hollywood (highlighting one of 
the few joys of Johnny Mnemonic, Takeshi Kitano) to an encounter 
with Akira creator Katsuhiro Otomo, Distrust That Particular Flavor 
takes in a wide spectrum of milestones in the writer's life. 


fe A PU PRÉ чала, AE об 











Vita's second stick 
How can such a nubby 
little thing deliver so 
much satisfaction? 


Snakeskin 305 
A Nintendo handheld 
that looks like it has bite 


Zelda's timeline 
Finally, our chance to 


link the series together 


Disturbing mods 


Hold on, My Little 


Skyrim Pony was just a 


bad dream, right? Phew 


Vita and PS3 

Living happily together, 
but transferring data 
takes time and patience 


Sony's The Tester 
Back for a third series. 
Really. A third series 


Zelda's timeline 
Mmm. Less definitive 


than you might expect 


Fake ban emails 
We really wanted The 
Old Republic's "special 
dance zones’ to be real 





Е 


names so similar to tasty mexican dishes. Keep 
reminding myself: SOPA bad, SOPE delicious 
@chuck russom 

Chuck Russom, sound designer/recordist 


Received this mail today: Your game was so 
beautiful that it made me cry—literally--and kept 

me off heroin for a month, you are heroes! 
&DavidAnfossi 

David Anfossi, executive producer at Eidos Montreal 


LOTS of requests to keep the unusual "rotating 
eyebraws" bug in. Could it be that | have 
stumbled onto the Holy Grail of game design? 
@danthat 

Dan Marshall, indie develaper 


Idea: Shenmue Clicker 


Eibogost 
lan Bogost, professor at Georgia Tech 





If 


TH ON EDGE 


A "-— of hings | that tugged at our attention during the production of E238 





namco 
INTRODUCES 


rwo SWORDS. x | 
TWO GENERATIONS... 
ONE DESTINY. 





SOULCALIBUR IS OUT NOW FEATURING 
EZIO AUDITORE , 
www.soulcalibur.com ° 


1—3. DOE ты 


k, 





Www. рей! info 


SOULCALIBUR™Y ©2012 NAMCO BANDA Games Inc, © 2012 Ubisoft Entertainment. All Rights Reserved. Assassin's Creed, Ubisoft, and the Ubisoft logo are trademarks 
of Ubisoft Entertainment in the US. and/or other countries. KINECT, Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group of companies 


and are used under license from Microsoft. “07 "PlayStation; "P535 ^0]. ZI and "IM^ are trademarks or registered trademarks of Sony Computer Entertainment inc 
All rights reserved. 















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DISPATCHES 
MARCH 


Within Dispatches this issue, Dialogue 
sees Edge readers tired of overexposure 
to gaming mascots, unwilling to put up 
with Skyward Sword's lineage ot flaws, 
and irked at sales of adult games to 
minors, but overjoyed at tinally getting 
hands-on with Vita. In Perspective, 
Steven Poole $ questions the ethics of 
simulating torture in a videogame setting, 
Leigh Alexander Ñ asks why gamers are 
so passionate about their media, ana 
Brian Howe % has managed to lay his 
hands on a script outline for the latest 
deceptively highbrow action game trailer. 


o 


www.bit.ly!yG qQof 





Dialogue 
Send your views to 
edge@futurenet.com, 
using ‘Dialogue’ 

as the subject. Our 
letter of the month wins a 305 


Know your roots 
Brian Howe's column on the rise and fall of 
Sonic-alike Swifty The Marmoset raises an 
issue I feel is particularly relevant to another 
overworked franchise: Resident Evil. The 
plight of Swifty, to be overused and over- 
exposed by the game industry’s brand- 
obsessed goons, also applies to Revelations’ 
two leads: Chris Redfield and Jill Valentine. 
It was Chris and Jill’s seeming innocence, 
their lack of battle scars, that for me 
contrasted so boldly and brilliantly with the 
skin-eating monsters in the original Resident 
Evil. Ever since the tension and turmoil of 
the first game, I can’t help but feel the series 
lost its way (ves, even with the much-revered 
Resident Evil 2 — the first hint that Capcom 
had more of an inclination towards action 
and explosions than survival horror), 
Perhaps it’s as much to do with the 
changes to gameplay the series has seen 
since Resident Evil 4, wonderful as that game 
is. In its fixed-camera debut, guns and ammo 
were like gold dust: taking aim was a shaky, 





scary trial that could see your progress 
halted in a few seconds. It may have been 
about zombies, but Resident Evil, in its 
puzzles, item-management and pace, was 
grounded in а sort of realism. And that’s why 
my heart sinks at the footage of Resident Evil 
б. Not only do I not get a sense of believable 
threat from the announcement trailer, I don’t 
get a sense of realism either. It looks as far 
from the silent, shock-filled corridors of the 
series’ origin as can be, and ever since the 
developer has moved into action-adventure 
games, the results have underwhelmed. 
Brian James 


While Resident Evil 6 looks a far cry from 
the series’ roots, there’s an argument to be 
made that it perfected that formula with 
its 1996 debut. When you make such a 
defining game, just where do vou go next? 


Caught up in its own legend? 
Having spent the past two months plaving 
Skyward Sword at the rate a 55-year-old with 
chronic anaemia might be expected to, I can’t 
understand how the entirely justified praise 
for the finer parts of this game has not been 
tempered with discussion of its weaknesses. 
| know Nintendo doesn't fix what ain't broke, 
but what ain't broke can still age, like a VCR 
in a PVR world. The problem isn't SD 
resolution (gameplay matters more and 480p 
upscales surprisingly well anyway), but that 
the rest of the game engine is locked in 1998. 

There's no level streaming, just fade-and- 
walt to move between areas, or enter/leave a 
building. The system still loses track of areas 
between visits, what does/doesn't regenerate 
or get reused is what's easiest to code or 
saves most space, not what makes sense. 
So while I can live without voice acting, 
bizarrely you can only speed up text, not skip 
it, but can skip repeat cutscenes, even when 
reloaded from a save made before you first 
saw them. Pickup 'stings' for some items are 
shown the first time in a session, even mid- 
combat, regardless of how often you've seen 
them before. For others, it's every time, and 
it's not configurable. And so on down to the 
minutiae, such as interface elements that 
can't handle arbitrary quantities. 

It would take а 'fanboi' with a hand-sewn 
Mivamoto plushie to argue that any of this 
is critical to the feel, or that the workarounds 
it creates are part of the experience. The best 


DISPATCHES 
DIALOGUE 


that can be said is that time not spent on 
updating such elements may have been used 
to create the superior gameplay. The worst is 
to air a suspicion that the game structure is 
so antiquated and modular that no one dares 
update it, because they don't know how. 
There is always a point in the product 
cycle where a'not broken, don't fix it' 
approach becomes strategically broken. It was 
clearly a mistake not to at least HDMI-enable 
the Wii when the competition caught up on 
motion control. Skyward Sword repeats the 
error in software, ignoring advances in open- 
world and persistent object engines, 
inventory management, and interface design. 
Gameplay may be king, but other pieces 
must be developed to survive in a chess 
game, and at Nintendo some of those are 
starting to look glued to their squares. 
Dave Lockwood 


Points well made. Part of Nintendo's charm 
is that its titles feel wholly its own, though, 
and Skyward Sword could have it worse than 
sharing issues with a 1998 game that's still 
just about perfect. To refresh yourself on 
that legacy, try the 30$ that's on its way. 


Fighting the good fight 

I have to disagree with your assessment, in 
the Skullgirls preview in E237, of beat ‘em ups 
as "frustrating. It's encouraging to see, at a 
time when cvnics are ever-prophesving the 
death of traditional genres, that one of 
gaming's oldest still has a presence in Edge, 
and indeed the industry at large. Street 
Fighter IV, of course, is largely to thank, but 
so are a raft of developers, both indie (as 
with Skullgirls developer Reverge Labs) and 
established. To see Soul Calibur V getting a 
great score on home consoles, alongside the 
release of a solid iOS port of the original, 
shows me that the beat 'em up is one genre 
that hasn't got ahead of itself chasing 
ridiculous or unnecessary innovation. The 
formula is tweaked from time to time, but 
the core components remain familiar 
enough to be inviting time and again. 

A good case in point is your Post Script 
on Soul Calibur V. Basically, when beat 'em 
ups do try to outreach their grasp, such as 
emulating other genres’ storytelling, they 
fall flat on their face. My point, I suppose, 
is that while other genres chase a golden 
goose, adding laver upon laver of polish © 


31 





DISPATCHES 


DIALOGUE 


Does good gameplay 
absolve Skyward Sword 
of its hand-me-down 
flaws? Not according 
to Dave Lockwood 









































and mechanics for users to juggle, the 
simplest approach is often the best. Beat ‘em 
ups have barely changed since the early-’gos, 
when we learned the wafer-thin narrative of 
Street Fighter and decided it was enough to 
keep waggling fightsticks for the next 20 
vears, and more power to them. 

Phil McDowdy 


We'll drink to that. It's odd (and refreshing), 
in a time of ever-growing storytelling 
ambition among developers, to be able to 
honour a genre for its narrative shallowness. 


Age gate or revolving door? 
Гуе just watched the ‘Hero’ television advert 
for Gamestation. A middle-aged woman 
walks up to the brave, helpful staff behind 
the counter and asks for Saints Row for her 
nephew. There follows a close-up shot of the 
counter with a copy of Saints Row: The Third 
being passed to her. In clear view on the case 
is a big red circle with ‘18’ written in the 
middle. Now, I'm well aware of 
modern-day families and 
relations being of all ages, but 
surely vou can understand my 
point. The ad is clearly aimed 
at parents/aunties/uncles/ 
whoever who aren't confident 
enough to go into a shop and 
purchase the correct game for 
the lucky recipient. There's 
nothing wrong with that — 
helpful and informative staff 
are a very good thing. However, upon 
watching the ad you must agree that the age 
of the woman is such that her nephew stands 


a fairly good chance of being younger than 18. 


It seems wholly irresponsible of a 
nationwide chain to advertise in this way. I’m 
not just targeting Gamestation, either. Upon 
release day, I visited mv local Sainsbury's to 
pick up my preorder copy of Modern Warfare 
3, only to be asked by the lady behind the 
counter: “Is this another violent one?" 

“Yes, very,” I replied. 

“My son plays these Call Of Duty ones. 
He's only eight. That's bad, isn't it?!" 

“Yes it is, they have very bad language, 
bloody violence and torture.” 

“Oh, but he says there aren't any good 
games that aren't 18s." 

+ here are а lot of very good games 


Bed 


ше "ае for all ages.” 





Near is working 
much better 
than StreetPass 
on 3DS in a 
crowded city 
like Hong Kong 


| eventually gave up due to her lack of 
interest and while walking out passed 
another lady with her son, who was no more 
than 12, picking up a copy of MW3 and 
telling his mum that it's the one he wants. 

Now, I have ten years' experience of 
working in supermarkets at various levels at 
various companies. We regularly had mystery 
shopper visits from Trading Standards who 
used 18-year-olds that looked a lot vounger 
to try to buy alcohol. We used to dread these 
visits, since they can lead to fines and job 
losses. As staff, you also had to politely 
refuse sale of any age-restricted goods if you 
believed they were being purchased by an 
adult with intent to give to a minor. 

There needs to be tighter control on 
stores selling games — by Trading Standards 
and their own management. Perhaps this will 
aid our beloved industry in being recognised 
as a more adult-orientated one, rather than 
*just for kids; as it is still seen by many. 
Andy Masterson 


This is an issue that took the 
spotlight last year. While a 
large portion of responsibility 
can be laid at the feet of 
retailers for controlling sales, 
at least as much responsibility 
surely rests with parents to 
get educated and know the 
content of the media they buy. 


Living with Vita 
| have just got my PS Vita and it is fantastic. 
Near is working much better than StreetPass 
on 3DS in a crowded city like Hong Kong. I 
bump into lots more Vita players and receive 
many in-game gifts, even for games I have 
not yet bought. This is a brilliant way to 
entice me to buy more games. It also helps 
that on the PlayStation Store the download 
versions of retail games are slightly cheaper 
than buying the game card. I hope you guys 
can start giving out a Vita for your letter 
of the month soon. 
James Woo 


How developers choose to exploit Vita's 
connectivity in the coming months will be 
fascinating — the inevitable arrival of a 

new Monster Hunter will no doubt deliver 
some of the goods. In the meantime, for our 
full appraisal of Sony's console, see p76. B 


ONLINE 
OFFLINE 

Your responses to topics 
on our Web site at 
www.edge-online.com 


Nimblebit says Zynga 
cloned Tiny Tower in 
its new mobile game, 
Dream Heights. 
Zynga CEO Mark 
Pincus says Mimblebit 
can't complain since 
the genre has been 
around for years. 
Does he have a point? 
[www bit. ly Гуса СВ 


It's fascinating that I'm not 
allowed to make a copy of 
a game, but if | were to 
MAKE a copy of a game, 
that’s legally acceptable. 
If that’s the way our legal 
systems work, | really 
need to become a lawyer 
and quit working for 

a living (no offence, 
scrupulous lawyers), or 
sell my sweded movies 

to rival studios. 
NewBond, Edge forum 


Scary reading. In a culture 
where iteration is prized 
over innovation il is sadly 
understandable however. 


Regmcfly, Edge forum 


It's not about the artwork 
or the graphics. Zynga 
has copied their gameplay 
mechanics down to the 
smallest part. That's 

not taking inspiration 

from another game; it's 
blatant rip-off! 

Truls На, via Facebook 


Aren't they both 

inspired by Sim Tower? 
When The Legend Of 
Zynga: The Farmville 
Hourglass appears there 
might be more to be 
concerned about. 
Stewart Nolan, 

via Facebook 


You fool, Nolan. Everyone 
knows they have work 
experience hacks trawling 
Facebook for ideas! 
Giuseppe Giovanni Morris, 
via Facebook 









SUME TAKEOVERS 
ARE MORE HOSTILE 
‚ [RAN OTHERS. 


> 

















SIT 


22 “J Or Origi: 





DISPATCHES 
PERSPECTIVE 






marshdavies.com 


STEVEN POOLE 


Trigger Happy 


Is it OK to simulate torture 
as long as it tops up our 
revulsion of it? If so, where 
do we draw the line? 


ou pick a shard of glass out of the broken 
window and stab the guy in the mouth 
with it. He doesn't tell you what you 
want to know, so vou start punching him in 
the head. He spits blood, and then spills the 
beans. Now vou can go happily on your way, 
probing the unlocked new plavspace with 
vour permanently tumescent rifle. 

What's obscene about this moment in 
Call Of Duty: Black Ops isn't so much the 
lovinglv simulated blood and violence, but the 
implication of its embedded national security 
ideology: that torture is an effective way to 
elicit mission-critical information. In most 
videogames, a quick scene of torture porn is 
just functionally equivalent to pulling a lever. 
And this might even lead to you an argument 
that such scenes in games aren't too graphic, 


34 


but on the contrary, they aren't graphic — or 
prolonged — enough. 

[an Bogost's superb recent collection of 
essays, How To Do Things With Videogames, 
makes just this argument. In Disinterest, he 
argues that ragdoll Web game Torture Game 2 
is offensive precisely because of its "lack of 
earnestness and depth of simulation", and 
praises the Wii version of Manhunt 2 because 
its gestural controls generate a “physiological 
response" as well as the psychological disgust 
the player feels for what they're doing. His 
conclusion is a bracing one. “A murder 
simulator ought to revile us, the more the 
better," Bagost insists. "We should simulate 
torture not to take the place of real acts but 
to renew our disgust for them.” 

The normative value of Bogost's 'should' 
is interestinglv shocking (he appears to be 
recommending the production of more torture 
simulators), but I am suspicious of his reasons. 
Does our disgust for acts of torture really need 
constant renewal? Would it otherwise be 
dulled? Don't the grubby thrills of, sav, the 
torture porn movie genre (Saw, Hostel, and 
so on) actually depend on our 
disgust being inexhaustible, even 
as it can coexist with guilty 
pleasure when we know it isn't 
really happening? I recently 
watched The Human Centipede 
2, a grimly, brilliantlv perverse 
sequel that plays with the idea 
of someone tempted to act out 
fantasies suggested by a media 
product. The sequences with the 
teeth and the knees are so 
revolting that I’m completely sure I wouldn't 
need to play an interactive version just to top 
up my disapproval. 

Another implication of Bogost's argument 
is that if the deep simulation of torture is 
justified by our moral edification, then we 
would be all the more morally edified by 
playing simulations of other acts we find 
repellent — just to be sure we keep finding 
them revolting, to "renew our disgust" Bogost 
is arguably constrained by his own reasoning 
to also approve of a rape simulator, such as the 
2006 Japanese game RapeLay, which has the 
player grope women on a subway train and 
rape a mother and her two teenage daughters. 
In fact, Bogost writes about such eroge and its 
forebears in another essay, Titillation, but he 
does not call for the production of more such 


Everyone knows 
torture is bad, 
too — it's just that 
some people 


think you should 
do it anyway 


games. Perhaps his assumption is that 
everyone knows rape is bad, so no one needs to 
play a rape simulator to be reminded of it. 

Yet everyone already knows that torture is 
bad, too — it's just that some people think you 
should do it anyway. This has also been an 
obscenity in our culture since the days of 
Bush, Cheney and Rumsfeld's grubby lexicon 
of euphemisms: the ‘abuse’ or ‘stress, or 
‘expert’ application of ‘tough interrogation’ 
to prisoners. Appeals to a 24-style ‘ticking 
bomb’ scenario became the rhetorical 
comfort blanket of a particular kind of macho 
commentator. But to force those people to play 
torture simulators in the hope of changing 
their minds would be to misunderstand what 
passes for their argument in the first place. 
Even the academics and columnists who 
insist on the necessity of torture don’t claim 
that it’s a pleasant business. Indeed, their pose 
as hard-headed realists — able to face up to 
perilous facts and tough decisions — depends 
in part on a continued acknowledgment that 
torture is horrific in itself. 

We should feel equally uneasy, though, 
about any automatic moral 
equation between simulation 
and reality. Such a confusion is 
at the heart of Britain's laws on 
'extreme' pornography, which 
bans not only photographic 
images of people performing 
acts of, say, BDSM or bestiality, 
but even computer-generated 
images of such acts, the 
production of which has 
involved no people or animals at 
all. Our simulations are so much less powerful 
than the kind of 'ancestor simulation' an 
advanced civilisation might run (in which the 
philosopher Nick Bostrom says we could all 
actually be living) that the characters in them 
do not count as living and cannot suffer. But 
the people playing them, whether or not we 
turn out to be simulated ourselves, can 
suffer, in that we might feel degraded by the 
experience. If developers ought to make more 
torture simulators for the reasons Bogost 
offers, then it seems to follow that they 
should also make simulators of all the other 
horrors we can imagine humans inflicting on 
one another; but I’m not sure that anyone 
needs to, or should, play them. 


Steven Poole is the author of Trigger Happy: The Inner Life 
Of Videogames. Visit him online at www.stevenpoole. net 












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SONY 





DISPATCHES 
PERSPECTIVE 








LEIGH ALEXANDER 


Level Head 


In the Internet age, what 
is the gaming media's 
value, and why are fans 
so passionate about it? 


hese days, most readers seem to rely on 
the games press as a source of news, 
information, and the all-important 
review. Without us, how will anyone know 
what's going on in the gaming world and which 
of its products are good? Obvious, right? 
Well, not so much. When it comes to news, 
the kinds of information often reported by 
the games press don’t, on the face of it, have 
much use for gamers — what do sales trends, 
predictable release announcements (a game 
with a‘2’in its title will be followed by one 
with a‘3’? Stop the press!) and screenshots of 
games everyone will get to play in a couple of 
months really tell anyone about the industry? 
Reviews are almost worse. Maybe 15 to 20 
years ago games were primitive enough that 
you could compartmentalise and evaluate 


36 


them with a degree of supposed objectivity, 
but modern videogames are such complex, 
and ultimately subjective, value-dependent 
experiences that even the idea of a review is 
imperfect. Judging by reactions to popular 
game reviews, audiences seem slow to adapt to 
the idea of educated opinion vs definitive 
qualitative statement, too. 

This is especially true given the democratic 
Internet climate. One wonders what value 
users feel they derive from those who purport 
to be authorities when they can share views; 
aggregate opinions and sentiment; and gather 
almost all their own information on forums, 
social media networks, and community blogs. 

However, although I might have a skewed 
view from my position, it still seems to me 
that game consumers are more passionate 
about their press than other fields. I know 
plenty of film fans and literature buffs, vet 
none of them could recount the daily doings 
of their favourite movie writers and book 
reviewers. However, gamers are aware of — if 
not passionate about — the individual voice, 
preferences and career trajectories of the 
writers they like on their 
preferred sites. Game journalists 
also often have more Twitter 
followers than more objectively 
relevant public figures. 

When the game journalism 
landscape shifts — someone gets 
a new job, say, or one Web site 
closes and another one opens — 
you'd think fans would consider 
it mundane minutiae. But some 
recent changes in the US games 
media (the promotion of Stephen Totilo to 
Kotaku editor-in-chief, the founding of Vox 
Games) brought about a flurry of discussion — 
enough to highlight just how much gamers 
value their press, albeit in an abstract yet 
fervent fashion that's tough to quantify. 

To some degree, this is because game 
journalists are aspirational figures to many 
young gamers. The most passionate niche of 
the traditional gaming community values 
competition and mastery. To many, being a 
game journalist is probably analogous to being 
at the top of a leaderboard, in that both 
positions are assumed to prove some degree 
of supreme knowledge and skill. 

There’s also the popular conception that 
game journalists ‘get paid to Es V у, - 


day’ occupying some mythik 


The value of the 
gaming press 
isn't its authority, 
but in providing 
gathering places 
for culture 


that involves a glorious daily soak in this 
hobby, punctuated by free videogames and 
paid trips to consumer conference meccas. Of 
course, it isn’t really like that. Even if it were, 
it'd be like having to eat nothing but chocolate 
cake with milkshake all three meals a day for 
three years, or something — you know, the 
kind of thing you'd only fantasise about until 
you actually had to do it. 

But even this fantasy is secondary when it 
comes to why gamers follow their games press 
in such a charged, love-hate fashion. What's 
clear is that the primary role game journalists 
play is to act as lightning rods for fans. The 
only thing gamers love more than games is 
talking about them, including making guesses, 
analysing, arguing and one-upmanship, and 
sorting facts into order. Thus the foremost 
value of the gaming press isn't its authority or 
ability to deliver facts, but its role as governor, 
and in providing gathering places for culture. 

Never is this more clear than at year-end. 
As a gamer, I find the annual litany of top 
fives, top tens, best this and so on inspiring 
and alleviating. Even though I'm part of the 
process and write a few myself, 
these roundups give me a sense 
of closure and participation. 
Our industry evolves so fast, 
and we're so inundated with 
content, with experience and 
with information. When I can 
read several sites’ lists and seek 
consensus — or, failing that, 
seek a better understanding of 
what sorts of people like which 
sorts of games — it helps me 
know where my own feelings fall. 

The games audience is a unique bunch of 
consumers. Га wager they care more about 
their press than, say, film buffs seem to 
because they are more entrenched and more 
vocal about their hobby than other kinds of 
hobbyists. Maybe it’s because gamers still 
carry the mantle of outsider status; maybe it's 
because interactivity and fantasy escapism 
enhances the sense of us belonging to a world 
that not just everyone can enter. Most likely, 
it’s because criticism, dialogue and character 
are absolutely essential to the culture of new 
media. Helping us moderate and process all 
of that emotion is probably the consumer 
games press's most important job. 









LI 


DESTIN YF 
RAGES WITHIN 


>“ 











BRIDGE SE 











DISPATCHES 
PERSPECTIVE 








BRIAN HOWE 


You’re playing 
it wrong 


The condensed script 
outline for a new 
deceptively arty game 
trailer has leaked 


hopin's ‘Farewell’ Waltz plays over a 
( white screen, indicating CLASSINESS. 

JACK (V.O.): "This is where it all began.” 
The music grows louder, as if drawing nearer. 
We also hear COSY LAUGHTER and 
CLINKING GLASSES as the white screen 
starts shimmering. JACK (М.О, CONT'D): 
“Right here, on a perfectly typical April night.” 

CUT TO INT. - SHIP’S LOUNGE - 

NIGHT: The screen clears like fog to reveal a 
FANCY COCKTAIL PARTY in full swing. The 
brass portholes behind the buffet tables tell 
us that we're on an ocean liner. ELEGANT 
LADIES in high-collared gowns mingle with 
CHARMING FELLOWS in dinner jackets 
beneath the civilised glow of shaded sconces. 





38 


Storemags com 


The camera weaves through the POSHY 
EXTRAS and then lingers on a SLINKY VIXEN 
in a red dress, her lowered eyes hidden by a 
cloche hat. JACK (У.О, CONT'D): “You 
probably think this story's about her.” The 
VIXEN lifts her head, revealing stunning 
SAPPHIRE EYES. We track her smouldering 
gaze across the room until it alights on JACK, 
our protagonist. He's 30 vears old, ruggedlv 
handsome, and wearing a white tux with à 
carnation in the buttonhole. We see him swirl 
a MARTINI, his face shrewd, as if considering 
something. Now assuming JACK's perspective, 
we pan back to the VIXEN, zooming in on her 
face as she offers a coy but inviting smile. 
JACK (М.О, CONT'D): "But you're wrong.” 

The close-up widens out to reveal the 
words RMS TITANIC stencilled on the wall 
behind the VIXEN, as the Chopin music slows 
down and falls out of tune. We see a fast, 
arrhythmic montage: a looming ICEBERG; an 
exploding BOILER; a broken string of ROSARY 
BEADS, BODIES and SHIP PARTS tumbling 
into CHURNING WATERS; a darting 
MERMAID; CORRIDORS blocked by twisted 


“But I thought of her often in the days that 
followed.” SUPERIMPOSE OVER BLACK: 
"TRAILER BY MISDIRECTION STUDIOS? 
And then CUT TO the SHAFT OF LIGHT, still 
tracking downward. The light grows dimmer, 
and bubbles rise from the bottom of the frame. 
JACK (М.О. CONT'D): “She seemed like my last 
link to another world — gentler, more 
promising, more sane.” 

SUPERIMPOSE OVER BLACK: "WITH 
ASSISTANCE FROM AWARD-BAIT 
ANIMATION: We CUT TO the BUBBLES 
again, and the body of JACK enters the bottom 
of the frame (we recognise him by the 
carnation on his white tuxedo). He limply 
comes to rest on the ocean floor. The music 
stops with a soft SCREECH, and we watch 
the drowned-looking form of JACK in 
MEDITATIVE SILENCE. Suddenly, his eyes 
POP OPEN, and we glimpse movement in the 
nearby CORAL REEFS: a flash of GREEN- 
SCALED FIN; a streak of RED HAIR. We hear 
a melodious but ominous GIGGLE, as JACK, 
panicking, reaches out to grasp a STRANGE 
OBJECT protruding from the CORAL. JACK 


WRECKAGE; a sepia CAMEO (М.О. CONT'D): “A link I would 
LOCKET melting in FLAMES; a "Th ar sever forever on the edge of a 
STRANGE OBJECT protruding пе camera socc-powered blade.” 

from Cak and other assorted weaves through SUPERIMPOSE OVER 
CHAOS and NONSENSE. Over pum BLACK: 'SLUTTY MERMAID 
the JANKY CHOPIN, we hear the POSHY CHAINSAW GENOCIDE’ And 
See БИТИБ SELTEN 
CREEPY GIGGLES. The sounds lingers ona Cobra plays, indicating 

abruptly stop as we CUT TO a с Iv H" VIOLENT IDIOCY. We see JACK 
WIDE SHOT of an elderly SLINKY VIXEN pull an ANACHRONISTIC 


pianist with a sad, calm face, 

who plinks out a melancholy Moonlight 
Sonata as the flood water, already up to his 
knees, slowly rises. The screen goes dark. 

SUPERIMPOSE OVER BLACK: ‘BLOOD 
PUNCH GAMES PRESENTS: The Moonlight 
Sonata continues playing, indicating SPOOKY 
GRANDEUR, and we CUT TO EXT. - OCEAN 
- DAY. We see a SUNRISE over a sea strewn 
with WRECKAGE. JACK (М.О. CONT'D): 

“Т never saw her again.” 

SUPERIMPOSE OVER BLACK: ‘A 
HIGHBROW FAKE-OUT PRODUCTION: And 
then CUT TO INT. - UNDER THE OCEAN - 
DAY. We see a single SHAFT OF LIGHT 
piercing the blue-green water. The camera 
pans down the SHAFT, taking in brightly 
coloured schools of FISH and other 
ASSORTED WHIMSY. JACK (М.О, CONT’D): 


CHAINSAW from the coral, his 
NECK VEINS BULGING HORRIBLY as he 
REVS it up. HARD CUT TO a frantic montage 
of JACK’s VICIOUS and UNPROVOKED 
DISEMBOWELMENT of this race of 
SCANTILY CLAD TEENAGE MERMAIDS. We 
see him executing KILLER COMBOS, with 
UNDERWATER BLOOD SPRAY EFFECTS 
galore, and MERMAID LIMBS and SEASHELL 
BRAS flying everywhere. The montage builds 
to an unbearable pitch of intensity, and then 
screeches to a halt on JACK’s blood-spattered 
face, as he growls his catchphrase: “Time to 
make some merm-alade.” SUPERIMPOSE 
OVER BLACK: ‘SLUTTY MERMAID 
CHAINSAW GENOCIDE, COMING 
CHRISTMAS 2012. 


Brian Howe writes about books, games and more for a 
variety of publications, including Pitchfork and Kill Screen 





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#238 











THE GAMES IN OUR SIGHTS THIS MONTH 


www. bit.ly/it20iG 


Up-to-the-minute 
previews and reviews 


In with the old 
There are two primary audience camps, and therefore design 
considerations, that factor into the resurrection of old intellectual 
property. There are those already familiar with — and fond of - the IP, 
and there are those for whom this will be first contact. The conundrum is 
how to please both? Can a game developer possibly serve two masters? 

This month’s Hype is brimming with long-absent brands making a 
comeback. Our look at Kid Icarus: Uprising (p72) sees Nintendo taking 
a stab at bringing back ап 8bit action-platformer. Some 305 owners 
will feel pangs of nostalgia, but for many Uprising will be a blank slate. 
Yet if any company can keep the faithful happy while recruiting a new, 
younger audience, it's surely Nintendo, and its approach here could be 
a masterclass in meshing old iconography with new mechanics. 

Next up: three franchises that emerged over a decade ago - Hitman 
(p50), Ghost Recon (p56) and XCOM (p60). All built followings with 
specitic gameplay principles, and their returns demonstrate attempts to 
iterate while remaining accessible to newcomers. The danger is that 
these projects could become halfway houses, unable to appease the 

die-hards but also failing to compete with titles that 
have emerged during the time they’ve been away. If 


MOST 
WANTED 


House Of The Dead 4 PSH 

More of this, please: an HD revamp ol 
on arcade lightgun game given the hull 
PS Move compatibility treatment. As a 
primer, House Of The Dead Ill is sitting 
on the PSN store, also with Move 
controls. That Sharpshooter peripheral 
might be getting dusted off after all 


Sound Shapes Vita 

Hokanle by its absence at Vita's launch. 
Sound Shapes remains one of the 
system's most attractive propositions 
Taking the indie spirit [and developer) 
ot Everyday Shooter, it sees music ond 
platforming collide on a gorgeous 
canwvas ol colour ang creativity 


Pokémon « Nobunaga's 
Ambition 05 

An intriguing crossover between 
Pokémon and Тесто Koei's long-running 
turn-based strategy series Nobunaga's 
Ambition, this hybr d looks to be a visual 
del ght as you collect ‘em all to unite Ihe 
17 kingdoms of its historical setting 


Ghost Recon tries but fails to match the spectacle of 
Modern Warfare, or XCOM: Enemy Unknown neglects 
the forward progress of the strategy genre, they may 
cancel out both sides of the audience equation. 

Finally, there's this month's cover star, Far Cry 3 
(244). Three iterations have given us three disparate 
plots, but rather than suggest incoherence, the Far Cry 
brand has become synonymous with a 'setup' rather 
than inconsistency. The founding principle of a Far Cry 
game — survival against the odds in an open world - 
has remained intact, offering a lynchpin around which 
different studios have been able to work, showing that 
games can, paradoxically, be both old and new. 








s | i 
aL 


(far Gy 2 aHered a 
ion Of hardened 
mercenaries to play as, 
NUUS. ову $ hero a 
normal guy. An aptitude 
for murder aside, Jason В 
Brody's ordinariness is 
the point; this is the story 
of one man's descent into 
vidlence when he's cut 
| off from the society he 
pws and has to resort + 
tremes to survive ч 


i е 


FAR CRY 3 
Ubisoft returns to the tropics for an ореп- 
world shooter you may be crazy about 


Publisher Ubisoft 
Developer n-house (Montreal) 
Format | 360, PC PS3 
Origin | Canada 
Release | 2012 





Combat is gimmick-free, 
offering a familiar toolset, 
but it's the freedom to use it 
however you see fit that sets 
Far Cry 3 apart. That said, 
the game's upgrade system 
will see Brody improve his 
various abilities over time 








ause Far Cry 3 and, alongside the usual 
slate of menu options, you'll see а 
blobby, butterfly-winged shadow of a 
Rorschach ink blot fill the screen, with peeks 
of lush foliage visible between splotches of 
darkness. It's the perfect symbol tor a game 
fixated with the loss of sanity, and set on 
making plavers question their own. 

Thinking can be kev in its fighting too, 
with Ubisoft Montreal's game offering the 
open-ended combat the series is known for, 
letting players plan encounters from miles 
off. The approach is up to you: charge in for 
a frontal assault, hang back to snipe enemies 
from a distance, or slap a C4 charge on the 
side of a jeep and send it barrelling straight 
into an enemy encampment. But all this 
freedom is tied to a narrative that drops the 
hard-edged political cynicism of Far Cry 2 
for a focus on the personal, charting one 
man's spiral into violence, and quite possibly 
madness, on an archipelago where everyone 
else seems to have a head start. 

One mission in particular, a hallucinatory 
push through an island’s underground caves, 
illustrates the point well. Protagonist Jason 
Brody is injured, and looking for a doctor. 
After picking his way up a slope that offers a 
postcard-perfect view of the glistening bay 
below, he finds an equally pretty sight at its 
summit — a freshly painted bright white 





-i 





wooden house that serves as a reminder 
that South Pacific islands make pretty good 
retirement spots when they aren’t serving 
as murderous hellholes. 

The man who painted it — still spattered 
with splotches of emulsion — is found inside 
the greenhouse. He's unlike any doctor we've 
ever seen, quickly administering an injection 
of who knows what, but mostly rambling to 
himself in a jittery, dreamy fashion. His name 
is Dr Earnhardt, and his is simply one of the 
many flavours of madness that Far Cry 3 will 
present to players. In return for helping 
Brody, Earnhardt insists on the player getting 
him some mushrooms from a nearby cave 
system, and this fetch-quest setup is the only 
conventional part of the mission that follows. 


First, there's no shooting. At some 
point the weathered AK Brody clutches at the 
outset of the task is lowered, and we don't see 
it again until much later in the session. In 
place of gunplay, there is platforming and 
exploration — Brody makes running jumps 
over precarious drops once he's in the caves, 
which can only be accessed through ап 
underwater tunnel at the bottom of a cliff. 
Some scripted crumbling handholds add a 
dash of peril, but it's only when Brody moves 


"fat iter into the caves’ depths that things 


conje truly rmipzedictat 











FAR CRY 3 


BELOW As well as native 
fauna, players will have 
domesticated animals to 
contend with. Exactly what 
form the hunting system 
will take is unclear, but it 
all seems to fit the game's | 
theme of Brody discovering | Бы; 
his inner savagery to survive 


That's when your earlier injection begins 
to kick in. Colours begin to saturate before 
changing hue entirely. Perspective becomes 
unreliable, and objects that appear within 
reach one moment suddenly shrink from 
view. Brody takes a second to look at his 
hands, which have started leaving ephemeral 
trails as they move through the air. To make 
matters worse, the cave seems to be reshaping 
itself around him: walls turn to floors when he 
tries to climb them, and plants appear from 
nowhere, sprouting from the ground alongside 
puffs of smoke that look like more Rorschach 
blots. When he finally finds the mushrooms 
and escapes, night has fallen. 

For the most part, Far Cry 3 isn't going to 
be quite this psychedelic, but the scene clearly 
demonstrates the preoccupation with mental 
states that runs throughout the game. Dr 
Earnhardt is crazy, the island's villains all 
display equally unstable tendencies, and Brody 
himself is clearly losing his grip. He was an 
ordinary man on holiday with his friends and 
girlfriend, but is now caught up in a situation 
that threatens to send him off the rails. 


“We knew] we wanted Far Cry з to be 
emotional and raw,” explains producer Dan 
Hay, “and the word ‘insanity’ kind of just 
percolated out of those early meetings. We 
began to see that we wanted to have a raw 
emotional experience, and we wanted it to be 
very much the story of one person sort of 
caught in a moment. When we really felt like 
we captured it was when we got Vaas. That's 
when the word ‘insanity’ crystallised for us.” 

The star of the E3 2011 demo (in which he 
ruminated on the definition of insanity before 
dropping a tied-up Brody into a waterhole), 
Vaas is only one of Far Cry 3’s many villains, 
but he’s quickly become its poster child. 

“A sociopath, and very nearly a psychopath,” 
in the team’s words, he’s also creepily 
charismatic. His presence stalks the island — 
Dr Earnhardt mutters about him, and 
eavesdropping on conversations between 
guards suggests a respect that’s built on fear. 
Thankfully, the performance artist behind 
the murderer is easier to talk to. 

“Vaas is a very intense, very explosive 
character, and he's a lot of furi to play,” says 








The assault on the Medusa 
is a showcase for the Far 
Cry series approach to 
combat. Unlike a corridor 
shooter, you can sneak, 
snipe, rampage through or 
even bypass these battles, 
and planning's encouraged 





actor Michael Mando. *He's one of those 
people who doesn't differentiate between 
what he feels, what he says and what he does." 
Mando originally auditioned for the part 
of a more conventional villain. *He was a six- 
foot-six, 300lbs, very stoic, very serious, 
unemotional person,” Mando explains. “Me 
being nothing like that, I auditioned for the 
part, and gave them the complete opposite of 


The true meat of the Far Cry 3 
experience will be found in 


planning the perfect assault 


what they were looking for. And obviously 
I didn’t get it. But my agent called me up 
about three weeks later telling me that 
Ubisoft liked the audition so much that they 
were willing to create a character based on 
the audition that I had done.” 

Behind the manic intensity of Mando's 
performance, there are hints that Vaas will be 
more than just a two-dimensional threat. Of 


Vaas's violent intensity 
(above left) is in stark 
contrast to Dr Earnhardt 
(above), whose distracted 
and rather nervous persona 
gives the unshakeable 
impression of an addict 
who's suffering from 
withdrawal symptoms 





www.hit.y/AD6RIJ 
Screenshot gallery 





Ubisoft's own diagnosis, he says: “Personally, 
[ don’t think of Vaas as a sociopath or a 
villain. If you get under the surface of Vaas, 
there’s this incredible amount of pain. 
Everything’s just an extension of that.” 


Players, however, probably won't be 
feeling so sympathetic towards the character. 
It's unclear whether or not Vaas is personally 
holding Brody’s loved ones captive, but he's 
obviously an obstacle to their safe return. 
The next part of our demo sees Brody sent to 
disrupt Vaas's communications by shutting 
down the radio tower of a beached cargo ship 
named the Medusa. It's a set-piece designed 
to show off the fact that, despite Far Cry 3's 
madness theme, the game is still, in Hav's 
words, “a shooter first” 

Starting out in the ocean, Brody creeps 
onto the beach before quietly pulling a knife 
from a guard's back pocket and stabbing him 
with it. He does the same for another guard, 
before throwing that knife into a third's skull, 
a signature move that appeared in the E3 
demo, Within range of the boat now, he 


= E 
Straight shooters 
It's something of a relief to see Ubisoft's demonstrator get 
through multiple levels without his qun falling to splinters in 
his hands, meaning the weapon degradation of Far Cry 2 is out. 
“It's something we thought about early on, but for that we listen 
to the fans," explains game designer Andrea Zanni. "It didn't 
necessarily go over well, so when we approached Far Cry 3 we 
looked at it and thought, "What can we do with this?’ And in the 
end we decided that it just doesn't fit the experience we want." 
Weapons still look anything but factory fresh, but it's the sound 
effects that make them truly stand out: they're thundering. 





pulls out a pair of binoculars — a Far Cry 
staple — and assesses the situation. 

Ubisoft Montreal is promising a‘360 
degree' approach to gameplay design, with 
every scenario tailored to offer stealthy, 
action-focused and creative approaches. In 
truth, this is little more than an extension of 
the open-endedness that was already part of 
the Far Cry experience, but this beachfront 
set-piece demonstrates the point well. The 
sand is strewn with cover for those who want 
an open-air gunfight, while stealthier players 
can hide within the exposed hold of another 
beached vessel as they move towards their 
goal. One tester, we're told, simply hopped 
on a distant hang-glider and coasted to the 
radio tower, bypassing the battle entirely. 
After our demonstrator opts for an aggressive 
approach, reinforcements begin landing in 
hovercraft on the beach. It's a section rich 
with possibility, and the true meat of the 
experience will be found — as with Far Cry 2 
— in planning the perfect assault. 

The Far Cry series has been built on and 
around these moments, so what we see next © 








FAR CRY 3 


is a surprise. It’s a sliver of a later mission, 

in which Brody has infiltrated a (this time 
seaborne) ship in search of a friend, The 
environment is more linear, of course, with 
fewer options to plan, but it’s a brilliant 
opportunity for Ubisoft to show off an ear- 
splitting shotgun at close quarters. And when 
Brody slides open the hold doors, he triggers 
an explosive booby trap, flooding the ship. His 
struggle to escape is the kind of scripted set- 
piece that makes up the entirety of games 
such as Call Of Duty, and is more than a little 
reminiscent of a chapter in Uncharted 3. 

This blending of open-ended design and 
adrenaline-fuelled scripting should make for a 
less predictable game than Far Cry 2, which — 
for all its ambition — suffered from the kind 
of clockwork mission layouts that could easily 
lead to fatigue. But, of course, it's not the only 
departure from the second game. Ubisoft has 
returned to sun-drenched archipelagos from 
whence the series came, and it's clear that the 
team is thrilled to be back. 

"It wasn't like we set out to make it on an 
island," Hav explains, "but we wanted it to be 
a lawless frontier, we wanted it to be beautiful, 
all that stuff. The more we talked about it, and 
the kinds of experiences we wanted to have, 
the more we wanted the feeling of isolation." 

The South Pacific setting certainly offers 
an attractive blend of beauty and savagery, 
with the western fantasy of a tropical paradise 
melting away to reveal a violent struggle to 
survive. As open-world designer Jamie Keen 
explains, “We want to make sure that it feels 
consistently like an area in the Indian Ocean: 
Pacific Islands, Polynesian islands, that kind 
of thing. But we’re not trying to limit it too 
much. The main thing is that this is an island 
of insanity where anything goes, that the 
roughness comes through in the art” 

And it’s not just a static environment, 
either. When Brody ended his drugged trip 
through the caves earlier we spotted a rather 
large lizard foraging in the nearby grass that 
our demonstrator was careful to avoid. “The 
island's ecology is a big part of what we 
focused on to make sure the island is livable 
and breathable,” says game designer Andrea 
Zanni. “We have land animals and sea 
animals. They'll be there as threats, they'll be 
there for you to utilise — you can go out into 


48 


the jungle and go hunting, which is all part 
of Jason growing and surviving on the island. 
If you go deep into the jungle, you're going to 
have some encounters that may not be so 
pleasant. So they're a part of the ecology of 
the island, and really making the island this 
savage place for the player.” Obviously, the 
lizard we spotted near the caves is one such 
creature, but it's a brief glimpse of sharks 
circling bodies floating in clouds of blood 
following the ship's explosion that sends 
primal shivers vibrating through the spine. 


Everyone we talk to hints that there's 
a dark historv to the archipelago, although 
they're coy about specifics. Regardless, it 
seems to be spotted with enough inviting 
caves, mysterious ruins, and abandoned 
habitations that players will be itching to 
explore. “It's about making sure that the 
player is constantly feeling enabled by what 


“It wasn't like we set out to 
make it on an island, but we 
wanted a lawless frontier” 


vou can do in the world and enabled by the 
world itself," says Keen. “You feel like the 
world's inviting you to make you feel like 
you constantly want to move through it, 
constantly want to know more about 
what's going on there. Recently, we put 
a mineshaft just on the way down to a 
lighthouse. And players heading to the 
lighthouse see it, and everyone just goes, 'Oh 
look, a mineshaft!' and they have to explore. 
We want to constantly surprise people [with] 
how much they're going to find when they do 
go exploring and follow their nose." 
Whatever players discover in Far Cry 3, it's 
unlikely to be pleasant. Ubisoft Montreal has 
crafted a space that hides what appears to be a 
very dark heart not far beneath its beautiful 
surface. Far Cry 3 may have left the weighty 
themes of arms dealing and civil war behind, 
but in their place is a more intimate tale of 
madness and survival. And this story will 
play out in a setting that retains the series’ 
unfashionable penchant for giving its players 
genuine freedom in the age of the set-piece. € 








Far Cry games — what's the connecting 
thread that links them all together? 

i's а raw experience, first and foremost. 
In the Far Cry games, you're dealing with 
rough tools, you're dealing with a place 
that's remote — it's always distant, it's 
always off the map. And, for us, we 
wanted it to feel exotic. You think about 
the types of weapons used: they're rough 
weapons, they're not polished... They're 
almost black market in some cases. You 
think about the location: it's usually way, 
way off the grid, and it’s almost like a 
lawless frontier. So we knew we wanted 
to start in that ре of place, and then the 
other area that’s been the thing we want 
to pull from is this feeling of discovery, 


How much have you researched mental 
disorders for the madness theme? 

Quite а bit... We spent a ton of time 
focusing on trying to make sure that we 
had credible people in the world. We 
actually went out and we talked to guys 
who deal with these types of characters 
for a living. There's a group of journalists 
who, | don't know if you've seen the Vice 
Guide To Liberia, or the Vice Guide to a 
whole bunch of places, but they go out 
and put themselves in harm's way. And in 
order to make sure that we're making a 
credible experience, that we're making 
characters that are real - even though 
they are insane — we sat down with these 
guys and said here's what we got: 
“We've got Vaas, we've got the doctor; 
how do you feel about them?" And they 
began to tell us stories about some of 
people who they met, some of the unique 
instances that they got into, and we were 
like, “That sounds a lot like some of the 
things that we have in the game.” Then 
we put Vaas onscreen, and we put the 
doctor onscreen, and we got a little 
smile. They were like, "OK, yep, | feel 
like I've met that guy...” 


Will the insanity-themed moments be 
integrated with the rest of the game? 

For us, we wanted to offer discovery and 
opportunity, so it's an offering. The key 
thing is it's an offering. It was more about 
the idea of: ‘OK, we want to be a great 
shooter, and then we want to offer the 
enticement of going in and going off the 
rails a little bit. So we offer the palate 
cleanse. You've been shooting for a 
while, and Jason has that experience. 

It can't be high-octane boss, boss, boss 
all the time unless you've got something 
that's in contrast to it. But if you're a 
core shooter player and you want to 

go mission to mission to mission [then] 
you still have that opportunity. 


Zip-lines link boats on 
the shore. They're handy 
in battle, but we've also 
seen some that appear 
to be placed to allow 
for quick movement 
around the islands 





Far Cry 2's savannah was 
perfect for its fire-based 
gameplay, but the return 
to islands linked by rivers 
and ocean should offer 
plenty of opportunities to 
sneak up on unsuspecting 
targets such as these 





50 





www.bit.ly'yDBBr9 


Screenshot aallery 


HITMAN: 


ABSOLUTION 
Can new abilities redeem a different 
breed of Agent 47 for series fans? 


Publisher 
Developer 
Format 
Origin 
Release 





he mission is simple: rescue a young girl 

from an orphanage that’s been overrun 

by violent, masked mercenaries. But 
when a representative trom IO Interactive 
plays through this level twice in order to 
demonstrate the breadth of strategy that 
Hitman: Absolution will offer, the pair of 
approaches we see couldn’t be more distinct. 

The first time around, Agent 47 creeps and 
skulks through the orphanage's blood-stained 
halls, sticking to cover, crawling through air 
vents, and taking care to avoid being spotted 
by making timely dashes from point to point. 
Eventually, 47 quietly subdues a guard and 
hides the body in a laundry bin, stealing his 
outfit in order to walk among the rest of the 
hired killers undetected. 

The second playthrough, however, is 
carnage. Where before guards were overcome 
with sleeper holds, now necks are snapped 
and bones are broken in savage takedowns. 
The stealthy 47 improvised his way from 
room to room, throwing toys to distract his 
foes, and borrowing syringe-based sedatives 
found in the medical wing. His violent alter 
ego is equally happy to make use of items left 
lying around, but it's the fire axe he seems to 
prefer. Previous titles saw 47 fumble up close 
— at least when he wasn't attacking from 
behind — but melee combat in Absolution 


IO Interactrve 


360, PC, I 


Denmark 


does a better job of preserving its star’s 
proficiency. There’s a hint of QTE about 
the takedowns, though, with split-second 
slowdown telegraphing when it's time for 
you to land the next blow. 

Slowdown also features in a new gunplay 
mechanic called ‘point shooting, which 
explosively ends this second attempt at the 
level. Functioning like Splinter Cell’s mark- 
and-execute manoeuvre crossed with Red 
Dead Redemption star John Marston's Dead 
Eve, it sees 47 burst through a door before 


Where before guards were 
overcome with sleeper holds, 
now necks are snapped 


time slows, enabling our representative to 
paint enemy targets. When time returns to 
normal, we see the mercenaries torn apart in 
a series of cinematic close-ups. 

It’s very different kind of assassin we see 
in each take on this compact, tightly designed 
level, then. Which is appropriate, since our 
demonstrations seem more focused on 
showing off the upgraded abilities and 
flex ibility of an empowered 47, rather than 


гет гатар multiple тоте. (ез. аге, however, © 


RIGHT Bodies must be 
hidden after a stealth 
takedown, but there's 
often somewhere nearby 
to stash them, such as a 
laundry basket, rubbish 
chute or even, in one 
case, a children's ball pit 





ae ne 


= 
y i 


ч 








HITMAN: 
ABSOLUTION 


47 might begin our demo in 
this priest disquise, but it's 
totally useless against the 
mercs. It does, however, 
suggest that the previous 
checkpoint through the 
orphanage's outer reaches will 
have a more civilian focus 


split into ‘checkpoints, each throwing up 
distinct challenges.) The series’ backstory has 
always had 47 аз a genetically superior man- 
made assassin, but until now he’s only been 
as dangerous as the player controlling him 
was clever. His new abilities have moved him 
more clearly beyond the realms of an ordinary 
human. “What we're really trying to achieve 
when players put the suit оп”, explains global 
brand director Jon Brooke, “is that they feel 
empowered, like they're in control of the 
ultimate killing machine.” 

There's still a range of tactical options 
in the checkpoint we're shown, but in this 
instance at least, they’re more tightly woven 
around one another than the open sandbox 
levels of past Hitman titles. Sneaky players are 
offered that air vent rather than a backdoor, 
for example, and overall the level we see 
recalls the complex, layered interiors of one 
of the more focused Deus Ex stages. 


advantage of their distraction to sneak on by, 


But within this narrower space, the game 
is surprisingly responsive to every act you 


however, and later the same three guards will 
stroll back through the level, cracking jokes 

make, Early on, 47 sneaks up on three of the about their victim and possibly catching you 
mercs torturing a security guard. Save him, unaware as you try to hide. Later on, 47 hides 
and he'll tell you where a shotgun is hidden in а body (and himself) in an empty wardrobe. 
the level — and since you'd have tobe a rather While he's there, a guard wanders up — 
direct assassin to take on three guards in the seemingly suspicious — only to pause to 


first place, it’s an appropriate reward. Take urinate outside the door. And when 47's 


* е 

Narrative verdict 

The grimy, gloss-free take on criminality exemplified by IO's 
Kane & Lynch is also on show in Absolution. The orphanage 
mission is a personal job for 47 - he's been sent to rescue the girl, 
Victoria, by ex-handler Diana Burnwood. It was the latter's dying 
wish, in fact, as shown in a trailer that reveals 47 was sent after 
Diana by his own agency. The mercenaries, meanwhile, have 
been hired by corpulent US businessman Blake Dexter, and are 
led. by а limp-haired, unhealthy looking rival killer called Wade 
(left). The dialoaue is profanity-laden.and graphic, too, with the 
blackly comic tone of previous games less evident. 





52 EDGE 





10 is keen to emphasise a 
Bourne-like ability to use 
improvised tools. It seems 
that 47's best improvisation 
is done with pointier objects, 
although he can throw items 
he's found as a distraction 





disguised as one of the masked thugs himself, 
he manages to engineer a genuine case of 
mistaken identity. Two mercs are patrolling a 
room, so when one has his back turned, 47 
puts the other in a sleeper hold and hides his 
body. When the first guard turns around, he 
carries on talking to 47 as if nothing were 
amiss. It's all scripted, of course, but the 
reactions Manage to convey a greater sense of 
responsiveness than the clockwork levels of 
old. The dynamic score, meanwhile, keeps 
pace with the player, increasing in intensity 
as 47's enemies draw near, and punctuating 
potential threats, such as the lights in a room 
being turned on, with jolting stabs. 

Both playthoughs, but in particular the 
stealthier one (which we’re told was up to 
‘professional; not ‘silent assassin} standard), 
rely heavily on 47's new Instinct powers. This 
umbrella mechanic underlies most of the 


While not especially 
heavy on the viscera, 
violence in Absolution is 
communicated through 
a grisly mixture of brutal 
animation and wet, 
crunching sound effects 


gameplay elements in some form, and is 
another way in which the focus has shifted to 
47's heightened abilities. Being able to view 
enemies through walls — their patrol route 
extending from them as a burning trail — 
breaks your immersion far less than the magic 
map screen of Absolution’s forbearers. It gives 
plavers the information they need to play a 
lethal predator without trial-and-error 
restarts, although it does shift the focus away 
from route planning and towards moment -to- 
moment positioning. Point shooting also uses 
Instinct, which takes the form of a bar topped 
up by ‘skillful play’ — such as takedowns — in 
order to ration it. A less satisfying use of your 
newfound power is tied to disguises: holding 
the Instinct button will help avert suspicion 
when 47 passes guards, which seems to 
distract trom the focus on acting the part that 
good disguise-based play should require. 


чиш” "uum uu ШР‏ س 








Situations such as this 
one should help tempt 
stealthier players 
toward more violent 
paths, adding a neat 
optional moral dilemma 
in a series that has 
traditionally been as 
amoral as its lead 


But the nagging question remaining for 


Absolution is simple: how much haven't we 
seen? Both levels showcased so far have been 
filled with alert foes (mercenaries in this 
instance and cops in the E3 demo) and have 
seen 47 creeping through places he’s not 
supposed to be. Yet classic Hitman levels have 
taken place in hotels, on suburban streets and 
at parties — civilian environments where an 
assassin can hide in plain sight — and it’s the 
integration of Absolution’s new mechanics 
with those levels that will be the game’s real 
test. What’s more, the teasing end of the E3 
demo, which saw 47 absorbed by a teeming 
crowd, suggests that such levels could take 
place on a scale bigger than anything we've 
seen before. Since Absolution's core systems 
appear as flexibly violent as a professional 
assassin's skill set should be, we'd now like to 
try them out for ourselves on a proper hit. № 


Q&A 


Tore Blystad 





Did you deliberately set out to make more 
of Agent 47's abilities? 

It was a strong ambition when we started 
the project. We had this character who 
was supposed to be the ultimate assassin 
and a really trained guy. And when you 
actually played through levels, it didn’t 
really feel that way. He wasn't that easy 
to control and the mechanics didn't come 
that naturally to the player. We stood 
back and said, ‘If the game is much more 
about him, this great assassin who you 
can play, and [you can] perform the 
moves without difficultly, then it'll become 
much more about the consequences of 
those actions and containing situations.’ 


Is that how point shooting evolved? 
Coming back to 47 as a character, he's 
Ihis expert assassin, he has every training 
possible in his past. So of course he's an 
expert marksman. He's good with 
weapons. His signature weapons are 
firearms. In previous games, they've 
always been underplayed - going into 
action it felt like things were falling apart. 
We wanted shooting to feel like a natural 
part of the game... Point shooting came in 
as a way of giving something that would 
be the extra icing on the cake for people 
who choose to play in an action- 
orientated way, combined with a strong 
desire to make it as cinematic as we 
could. We can't do that during normal 
gameplay, but during point shooting the 
player decides how to perform the action 
and we try to ‘film’ that as cinematically 
as we can, though you can skip through 
it with the push of a button. 


How do you stop levels descending into 
bloodbaths too quickly? 

In the old games, the Al had a hive mind: 
when one attacked, they all did. But if you 
fire a gun at any point in Absolution, the 
sound range is, well, if you're inside 

| think it's 30 or 40 metres. Beyond that, 
the Al won't care. So if you start a 
guntight in an area and you're able to 
contain it, you've solved the situation. 
And if you can hide the bodies so that no 
one will find them later, you can go back 
to stealth. So weapons have become 
more powerful as a tool, you can use 
them without destroying the entire setup of 
a level. Also, the Al can defend positions. 


How many levels are in civilian settings? 
Most of scenarios in the game are civilian 
levels, like in the last game. It's a big 
focus for us to make levels and settings 
that are uncommon, and where the 
ambiance of the setting will tell a lot 

of stories. You can't do that if you have 
lot of secret bases 


53 


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GHOST ВЕСОМ: 


FUTURE 
SOLDIER 


Ubisoft breaks cover and reveals its 
variety show of a stealth shooter 


Publisher 
Developer 
Format 
Origin 
Release 








www.bit.ly/yAlsLk 
Screenshot gallery 


ccording to Ubisoft Paris level designer 
Florent Guillaume, the process of 

W making Ghost Recon: Future Soldier 
"was an interesting way to work. There was 
lots of prototvping, with levels like gameplay 
blocks we could rearrange.” The truth of his 
words becomes evident in our hands-on 
session with the singleplayer campaign: no 
two missions feel the same, and the most 
polarised, and gripping, of those we dip into 
are opposites in both pace and structure. 

The first is a manic shootout through the 
streets of Peshawar, Pakistan. With traffic at 
a standstill, vou and your three fellow Ghosts 
need to push through a miniature army of 
enemv soldiers and panicked oncoming 
civilians to reach the other end of the main 
street. Vehicles can be used for cover, but the 
aggressive enemies, many wielding shotguns 
and hellbent on close-range kills, mean that 
you have to keep vour blind spots under 





Civilians react dynamically, 
meaning their crazed dash is 
unpredictable and alarming 


careful observation. The best strategy, then, 
is to make use of your gadgetry. Throw a 
drone up into the air (selected with the D-pad 
and launched like a grenade with a tap of the 
left bumper) and vou can scan the area ahead 
for hostiles. Its elevation needs to be 
controlled via triggers to avoid detection, but 
once you have the enemy in your sights a 
press of the right bumper can tag up to four 
units for your squadmates to prioritise or 
eliminate simultaneously on your command. 
Objective commands such as these and 
orders to heal downed teammates are the only 
directions you need to give your squad — they 
will otherwise traverse the warzone of their 
own accord, never breaking cover unless 
ordered to do so. This means not having to 
worry about AI foul-ups, or about pathfinding 
mistakes that might screw up your game plan, 
freeing you to focus on keeping yourself alive, 
which is easier said than done. That's because 
the Ghost Recon series' use of realistic levels 
of player vulnerability has survived the leap to 


this latest iteration, giving the game a sense 
of threat that's rare in the genre outside of 
the likes of Operation Flashpoint. There's also 
the added factor of civilian casualties: if too 
many die, then it's game over. Civilians react 
dynamically, too, meaning their crazed dash 
through the streets — like a scene from the 
running of the bulls in Pamplona — is both 
unpredictable and alarming. 

Having taken down the immediate threats 
in our recce of the level, there's the small 
issue of a turret gunner blocking our path to 
victory before a chopper evac and traditional 
heli-gun section. To overcome this obstacle, 
a downward tap of the D-pad fires up your 
X-ray vision, allowing vou to snipe through a 
vehicle and move on to the next phase of the 
mission. If that sounds a little like science 
fiction, the team remains adamant that it has 
grounded its tech and tactics in realism. It 
was even aided by a team of special forces 
consultants during development of the game 
(and, not least, the guiding hand of series 
veteran Ubisoft Red Storm). If there's a bad 
note in the Peshawar mission, it's the 
helicopter gunning part. Less attractive than 
those of previous games, and more tedious, 
it's a break in the level's flow that comes off 
as forced, its linearity clashing with the 
open-ended feel of the preceding section. 


The next mission we plunge into 
couldn't be pitched further from the clear 
and present danger of Peshawar. Set in а 

deep forest that's dense with vegetation and 
gorgeously detailed, there's a deadly silence to 
the atmosphere that instinctively causes you 
to take cover every step of the way. This is 
when Future Soldier's camouflage system 
comes into play. Staving in cover and moving 
slowly causes vour stealth camouflage to kick 
in automatically. If you’re detected or move 
too briskly, you're plain for all to see. There's 
a user-friendliness here that feels more casual 
than the unforgiving nature of classic Ghost 
Recon, but it's another thing less to worry 
about as you creep and crawl through the 
undergrowth, surveying enemy outposts 
disguised as, and surrounded by, lumbervards. 
Melee stealth kills come in handy on your 
approach to the enemy bases and close-range © 








GHOSI 
RECON: 
FUTURE 
SOLDIER 


RIGHT Environments take in 
everything from homages to 
original Ghost Recon maps to 
sprawling urban warzones, 
BELOW RIGHT The visual design 
is far less sci-fi-oriented than 
that of ЕЗ 2010's demo; the 
general idea is to keep the 
narrative and feel as close to 
Tom Clancy canon as possible 


weapons prove integral to the claustrophobic 
shootouts that erupt in a split second. Roadie 
runs to and from cover are vital in the thick of 
it, too, and the camera's bob and sway gives 
the action a cinematic slant. The motion 
capture of the Ghosts, with an alleged 2,500- 
plus animations, also adds a level of realism 

as you roll over and dive into cover. 

The overall look of the game, however, 
feels removed from the more gritty, hard- 
edged and rather clinical look of previous 
titles. Character models are chunky and 
rounded, and the environments themselves 
look far more colourful and inviting than the 
cold, barren sterility of Ghost Recon: Advanced 
Warfighter. There's a gloss to Future Soldier 
that screams casual rather than hardcore, 
which is perhaps a result of the military- 
themed shooter's paradigm shift to narrative- 
led, Hollywood-style thrills since Ghost 
Recon's previous console outing in 2007. 


Although the settings and style of the 
two missions we see are vastly different, both 
can be tackled with either strategic stealth or 
gung-ho gunnery — there's no wrong way to 
navigate Future Soldier's skirmishes and tackle 
its threats. Plaving the scenarios with three 
human squadmates will be the true test of the 
game's strategic options and replay value, but 





58 


on this showing there's a variety to combat 


that gives vou a strong sense of being in 
charge without drowning vou in menus. 

As a halfway house between action game 

and military simulation, Future Soldier 
simultaneously strikes the chords of 
accessibility and depth that Operation 
Flashpoint so fatally missed last vear. If the 
rest of the missions on offer can build on the 


* ik 
What are ya building? 
Gunsmith mode is a rifle range that allows you to test and create 
weapons, the latter being done with parts earned through the 
campaign. Bizarrely, it supports Kinect, too. Hand gestures flick 
through weapon sets and dismantle guns for you to reassemble 
as you please (providing you adhere to plausible combinations). 
Shout ‘badass’ and you'll be provided with a randomised firearm 
fit for a hero. In the range, your outstretched arm, fist clenched, 
aims the weapon, while opening up your hand fires. Tilting left 
or right moves you around. It’s entertaining, but after а few 
minutes’ play you'll likely want to revert to a controller. 








variety and scale that’s been demonstrated 
here, Ubisoft might well be able to offer 
something tor everyone. We do know, 
however, that they're set to take place on an 
international stage that includes Russia, and 
with a few nods to classic Ghost Recon maps. 

While Future Soldier may have been 
designed as a cooperative experience, the 
quality of the enemy and teammate AI is 
strong enough to make it a considerable 
proposition for lone players. As such, the 
absence of a narrative in our time with the 
game, even though it's never played a 
prominent role in the series to date, is now 
more noticeable. Future Soldier's vibrant new 
aesthetic feels in dire need of a coherent 
story to add some blockbuster intrigue to its 
luscious looks, and hopefully the writers have 
spun a Clancy-style yarn bold enough to 
match its production values. 


x3 An "г 
Кей 

„2 A mss И" 
СВ 
ua : тан = ж = 


ABOVE Cover may be 
essential for survival, but 
you needn't worry about 
your squad. Their Al means 
they will take the initiative 
and guard their lives dearly. 
RIGHT Launching a drone into 
the skies gives you a better 


tactical view of the situation. 


Tagging enemies for your 
men to sequentially or 
simultaneously take down 
is а blessing when you re 
trapped behind enemy lines 


While stealth and infiltration 
are integral, there's a wealth 
of big bangs and scorching 
explosions on offer as well. 
Firefights are tense affairs: 
stay exposed for too long 
and you'll soon find yourself 
cut down by enemy bullets 











What were your aims with Future Soldier? 
The way we thought about the game was: 
"We need to be faithful to what the brand 
is — a smart shooter.’ We wanted to bring 
back the flavour of the original Ghost 
Recon; some levels are a tribute to that. 
Another thing was that because we had 
consultants who are former Navy Seals, 
they gave us a new way of thinking what 
a spec ops game is. We weren't making 
a war game - these guys are often coming 
to prevent war, [to] rescue and eliminate 
people. Just talking to [the consultants] 
was interesting and made us try to be 
more realistic, bring it closer to their job, 


Action games have placed a stronger 
emphasis on narrative in the past few 
years. How are you addressing this? 

№5 at the heart of the experience we want 
to give. We have seen how shooters have 
evolved towards a more over-the-top 
Hollywood style. But, for us, we can’t 
imagine the Ghosts in London [as in 

Call Of Duty: Modern Warfare 3] - that's 
not Tom Clancy. We don't want to be 
'me-too', we want to be faithful to Tom 
Clancy. What is Clancy? Realism, as 
much gameplay freedom as possible, 

and trying not to be too over the top. 


The setting is near-future — how did you 
go about designing that world? 

The technology of tomorrow in the world 
of tomorrow is science fiction = it doesn't 
show how Ghosts are unique today. So 
the world of Future Soldier is the world of 
today. If you are four guys against 50 
and you can kill them with just a gun, it 
means you're superior — you're not spec 
орз. So in order to fight a large number, 
you must be cleverer, have more 
information and train hard. That's what 
makes you special ops: to solve these 
situations not only by shooting. 


Why has there been such a big gap 
between Advanced Warfighter 2 and this? 
When we wanted fo renew the brand, 
we needed to iterate. We made some 
iterations that led us to a wall. Spending 
months [developing] and then saying it 
doesn't work, The E3 demo of 2010 was 
а little bit too sci-fi. All this technology 
wasn't easily understandable or real, the 
setting wasn't exactly what we wanted, 
we went too far with the exoskeleton and 
stuff like that. We stepped back and said: 
“We need a consultant.” The Al was also 
key, We wanted an environment in which 
the player could trigger the fight when 
they wanted. We rewrote all the Al. 
Another thing was co-op. If we had a 
player-centric, scripted Al, it was 
impossible with four players. 


59 


60 





XCOM: 
ENEMY 


UNKNOWN 
Sid Meier’s studio steps up to 
tackle the alien invasion 


Publisher 
Developer 
Format 
Origin 
Release 


ou might have heard the outcry when 
XCOM, a firstperson shooter based on 





the turn-based alien-battling franchise, 
was announced in 2010, It had been 16 years 
since the original X-COM: UFO Defense (also 
known as UFO: Enemy Unknown), and nine 
years since the disappointing X-COM: Enforcer 
limped into the world. Now the beloved series 
was returning, but not in the way fans had 
hoped. “Why aren't they making a turn-based 
strategy game?’ the Internet howled. 

It turns out someone was. Firaxis, creator 
of the Civilization series, began work on 
ХСОМ: Enemy Unknown in spring of 2007. 
"Certainly there have been times where it's 
been difficult to keep it a secret," explains 
Jake Solomon, Enemy Unknown's lead 
designer. “Maybe this is corny, but you like 
to make people happy. I think the kick we 
get as game developers 1$ giving people this 
experience that makes them happy, and so 
when you think you have something that 'll 
make people happy, vou want to share that." 

Solomon is sharing plenty now. XCOM: 
Enemy Unknown isn't just ready to be 
announced, but almost finished. It's playable 
from beginning to end, and looks like 
everything fans of the series have been pining 
for. Once again, you're cast as the leader of an 
international organisation established to fight 
the aliens invading earth. Your duties span 





everything from forward planning to day- 
to-day minutiae, so you'll be in charge 

of building and expanding your underground 
base, researching new technologies and 
equipment, and launching satellites to scan 
the world for the alien menace. You'll also 
shape your soldiers, deal with the shadowy 
board of benefactors who fund your operation, 
and take control of the ground combat against 
the wildly strange aliens harassing the planet. 


These are disparate elements, but the glory 


of the original X-COM's experience was the 


Your base is no longer 
a top-down map, but a 
bustling side-on ant farm 


through-line it drew between your roles. A 
choice made in your base would impact on a 
skirmish you'd fight hours later. The game 
forced you to make hard decisions in the face 
of high stakes, and you'd lose yourself in the 
fight for Earth as the hours flew by. 

As Solomon shows us his version ot Enemy 
Unknown for the first time, we get a look at 
your new base. It's no longer a top-down map, 
but a bustling side-on ant farm. Scientists are 
tapping at computers in the labs, New recruits 
are wandering the halls, exercising, playing 


www. bit. ly/AFoGyz 


screenshot gallery 


XCOM's base has morphed 
from a 2D blueprint into a 
living place, with soldiers 
scuttling from room to 
room. The Geoscape is one 
of many familiar elements 
given a suitable makeover 


Scenery items such as bus 
stops and every wall in the 
game can be destroyed by 


your squad, but this isn't 
Red Faction: for floors like 
this, you must strike at 
preset weak points 








XCOM: 
ENEMY 
UNKNOWN 


Firaxis’ intentions for XCOM: 
Enemy Unknown are split. The 
team are fans of the original, 
desperate to maintain its 
charm, permadeath, and scale, 
At the same time, the game 
needs to be modernised. That 
means a sticky cover system 
and bringing it to consoles 


games, and visiting injured friends in the 
infirmary. It looks like a beautiful 2D image, 
but its 3D nature is revealed as the player 
cycles through the menu and the camera 
swoops inside these rooms. So you'll head 
into the science lab to make decisions about 
the next weapon technology to research, or 
down to the barracks when you want to give 
silly nicknames to vour soldiers. 


When you're ready to fight, you visit 
mission control. This looks like the Geoscape 
from the original game, with the Earth 
spinning in the vastness of space. It’s here you 
can launch satellites to improve your ability to 
detect aliens, scramble interceptors to attack 
UFOs in the air, and load а Skyranger with up 
to six soldiers to go and face the aliens. 

When Solomon hops into ground combat, 
things look even more like older X-COMs. The 
camera 1s peering down upon a small group of 
soldiers awaiting orders outside a petrol 
station, and most of the world is obscured by 
the fog of war. It looks good, if not stunning, 
and there's a chunkiness to the characters that 
evokes the low-res sprites of the original. 

Each soldier in your squad can move and 
perform a single action each turn, where an 
action is anything from shooting their weapon 
to tossing a grenade to any one of dozens of 


Life cycle 





62 


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special abilities. You begin not knowing where 
the aliens are, so Solomon starts by moving 
his squad behind cover. The new cover system 
makes his recruits duck automatically behind 
the nearest piece of scenery. Almost 
immediately, one spots a Sectoid. 

Sectoids are the most iconic aliens from 
the original X-COM, and look like pop 
culture’s classic extraterrestrials: grey, small 


As XCOM commander, part of your task will be managing your 
specialised group of soldiers. You'll sculpt each of your recruits 
by customising their appearance, giving them a name and a 
nickname, and levelling them from a weak and panicky rookie 
into an adept and wonderfully useful killing machine. The joy of 
all the tough decisions involved is that they make you care, It's 
painful, therefore, when you lose a recruit, especially since death 
is not merely penalised in Enemy Unknown, but permanent. It's 
almoswalways your-fault fonmakinga poon.decision, and losing 

a recrüit can.jee! like a favourite toy being broken. 


Firaxis has spent a long 
time on XCOM's aliens. The 
Sectoids were a challenge, 
and early versions made 
Sid Meier uncomfortable, 
because he said they made 
it feel like shooting at kids 





and skinny with big, slick heads and shining 
eves. When the soldier spots them, a three- 
second, in-engine cutscene calls attention to 
their arrival. It's a small use of the Unreal 
Engine 3 that powers the game, and one of a 
few concessions to the cinematic gaming 
world into which XCOM is being reborn. 

Back on the ground, one of the Sectoids 
moves inside the petrol station, while another 
ducks behind a nearby car. Solomon's sniper 
is carrving special equipment that lets her 
grapple on top of objects, and he moves her 
onto the roof above the petrol pumps. He then 
tells his heavy soldier to lay down suppressing 
fire to keep the Sectoid in place behind the 
car, and has another toss a grenade inside the 
vehicle. It explodes, and the camera cuts in 
close for a second time to show the explosion. 

Classes are another big change to XCOM. 
Equipment still plays an enormous part in 


| 
| CHOOSE RE SF ARCH 


Ө xENO-EROL 067 


„ ALIEN WEAPON FRAGMENTS 


A heavy soldier typically 
carries a large machine gun 
and has a rocket launcher 
strapped to his back. This 
makes him perfect for 
suppressing Sectoids while 
the rest of your squad flanks 


defining the role of each squad member, and 


you continue to need to micromanage what 
your team is carrying, but your soldiers are no 
longer defined by an enormous list of stats. 
Instead, each recruit has a class (heavy, sniper, 
assault and support), a small number of 
statistics that increase automatically, and a 
selection of special abilities, which the player 
chooses each time the soldier levels up. The 
aim isn’t to make the game less complicated, 
but to find a way to introduce more abilities 
and complexity than before and still make 
sure players understand the consequences of 
the decisions they’re making. 

With the Sectoids now dealt with, one of 
the recruits moves inside the petrol station. 
Another short cutscene plays when he spots 
Mutons inside. These are effectively gorillas 


in shoulder-pad spacesuits, and mugli.tougher. 


and more aggressive than the Se@toids 


Research lets you unlock 
access to new kit, such as 
the grapple hook suit that 
lets snipers climb rooftops. 
Your scientists can also 
reverse engineer alien 
tech from crashed UFOs 














Solomon slaughtered. One of the Mutons fires 
and instantly takes out the recruit, which 
means he's gone for good (see ‘Life cycle’). 
Fortunately, permadeath isn't the only 
returning core feature in Enemy Unknown. The 
world you're fighting for is as destructible as 
ever. Solomon tells his heavv soldier to fire a 
rocket launcher at the side of the petrol 
station, and the entire wall crumbles. The 
sniper, still waiting patiently on the rooftop, 
now has direct line of sight to the Mutons 
inside, and takes them both down in a couple 
of turns. This was an easy mission, and still 
another name was added to the memorial 
room back at base. Firaxis' own mission is 
much harder, however: to satisfy fans of the 
original X-COM, recreate it for a modern 
audience, and bring its full experience to 


„sonsolss. From aging ibis thin slice of the 
“gone, it seems ftans tjus wid the gat Ш 











Q&A 


Jake 


Solomon 
| 


When did you play the original X-COM: 
Enemy Unknown? 

| was 18, and | came to ita little bit after 
it was out, '94 or "95. My brothers and | 
were big game players, so late at night 
we'd sneak downstairs and take turns for 
one hour, It just totally blew my mind, and 
since | was going to college the next year, 
that's why | went into computer science. 
Even once | had my degree, | didn't really 
think about game development until later 
on, when | got this opportunity with 
Firaxis, which was kind of out of the blue. 


How did you end up becoming Sid 
Meier's right-hand man? 

| think it probably started out with me 
pestering him. | like to think Sid saw 
something in me, but that's totally not true. 
| was always giving him feedback, and 
we have this great relationship, because 
I'm really coarse and loud and obnoxious, 
and Sid is quiet and just the nicest person 
on the face of the Earth. We have this 
relationship where I'm talking and being 
loud and Sid's always like, [whispers] 
"OK, calm down." On [Civilization 
Revolution] and on Pirates!, he really 
started to help me form my own design 
instincts and then, coming on to this 
project, he's been my mentor. | go back 
to him all the time. I'm now at the point 
where | can basically hear his voice in 
my head, which is probably not healthy. 
He tells me to hurt people. [Laughs.] But 
no. Brian Reynolds and Soren Johnson 
and |, we all say the same thing, which 
is that he's the smartest, most amazing 
guy we've ever met. It's one thing to be 

a designer, and it's another to meet Sid 
and be like, ‘OK, now that's a designer.’ 


What did you learn from bringing 
Civilization Revolution to consoles? 

Civ Rev is very much a lighter, faster 
version of Civilization, but with XCOM 
you're going to get the full experience. 
Because, when it comes to input, XCOM 
is not particularly complicated. | don't 
feel the need to streamline any aspects 
of gameplay, because [your] interaction 
with the game experience is still simple. 


Do you think there's a big audience 

for turn-based games on consoles? 

| think the audience exists, and we did 
pretty good numbers with Civ Rev. XCOM 
is not like any other game, so it’s hard to 
make those hard comparisons, but it's a 
question of do people want this deeper 
experience? | think they do. Regardless, 
we're not going to change the design 
philosophy based on the platform. If we 
feel something is going to make the best 
game, that's what we're going to do. 


63 


ANTICHAMBER 
Up is down and down is up in 
this non-Euclidean labyrinth 


Publisher | Alexander Bruce 
Developer Alexander Bruce 
Format Fi 
Origin | Australia 
Release | 2012 









T 
Г | 
| | 











any games have drawn visual 
inspiration from Dutch artist 
MC Escher 
mathematics-inspired works, but few have 





's oeuvre of intricate, 


attempted to wholly immerse you in the 
mind-bending aesthetic geometry of such 

a world. Firstperson puzzler Antichamber is 
one such game. Indie developer Alexander 
Bruce has spent the past two vears travelling 
the globe showing oft his passion project at 
festivals and submitting it to competitions. 
Make Something Unreal ultimately 
kickstarted the game's development and 
funding, granting Bruce $25,000 to get the 
ball properly rolling. "They were pretty 
impressed with how I'd bastardised£heir 


engine," he tells us. But there's another 


bonus to be wrought from Bruce's tactic of 
carpet -bombing industry events: free focus 
testing. "Antichamber ended up where it is as 
a result of watching thousands of people play 
the game at festivals. Every time the game was 
showcased at an event, Га have an intense 
several davs of watching everyone who plaved, 
half watching the screen and half reading their 
faces while I tried to work out what was going 
on in their heads. After each event, I would 
then spend several months addressing all of 
the issues that Га seen, before putting the 
game back in front of more people at another 
festival and repeating the process." 

If the concept of an art-game crossover 
has you philosophising, holdithose thoughts 
because the rame has sone built-in 











philosophy of its own to greet you the 
moment you enter its cerebral air space. The 


premise is simple: navigate Antichamber's 
maze following (or rather deciphering) the 
instructions that appear before each puzzle 
section. Mounted on walls and consisting of 
a (usually analogous) diagram and some 
cryptic text, Antichamber's hints cunningly 
masquerade as part of the puzzle itself. 
Though the tasks themselves are mostly 
linear, you have the option of hopping 
between chambers, opening multiple areas 
of the unified gameworld at will. A tap of the 
escape key allows you to reset a chamber by 
seamlessly ejecting vou to the game's black- 
and-white hub, which consists of three 
interactive walls (hosting game settings, e 


65 











m 
& w^ = 


3 =; и - 





ANTICHAMBER Ё 


A nuanced soundscape 
punctuates the experience. The 
ambient sounds and jarring 
mix of earthy noises — from 
waterfalls to birds tweeting — 
hint at a world beyond your 
journey through the labyrinth 


а map and the wall-mounted images/text 
you've come across so far), with a fourth side 
looking out on one of the game's corridors. 
It's a simplistic, striking fusion of menu 

and gameworld. 

А ‘gun; if you can call the device that, is 
introduced a few puzzles into the game and 
allows vou to pick up and place small cubes 
— the game's keys and primary tools — on 
any surface. You'll use cubes frequently: as 
stepping stones to hop over walls, say, or as 
door-stops. They're an odd spin on a simple, 
everyday form factor; a metaphor, if we were 
to take Bruce's philosophical eye on things, 


Antichamber's frontend 
has its own aesthetic – à 
; я hub of game options that 
perspective. One puzzle forces you to contrasts starkly with the 





for the game's own skewing of conventions. 
Antichamber plays heavily with 


intentionally look away from your destination blinding white of the 
game world. It serves as а 


so as to keep a door open, while another has serene sanctuary from all 


vou transforming your surroundings by the mindgames you'll face 

staring into windows of colour, consequently 

changing the room you're in. The idea, as far as what the player has to do to Perspective, of course, is crucial to 
Bruce explains, is to challenge players’ overcome them. They're only difficult much of Escher's work, but the splashes of 
preconceptions. "Most of the gameplay in because thev're designed to constantly block colour also bring to mind the likes of 
Antichamber involves throwing scenarios at work against what the player expects. First, last year's seminal Move title Echochrome II 
the player that go against everything they've it's toving with their expectations of how (another game that took inspiration from the 
come to understand from conventional games the game should work based on other 20th-century artist and played with space and 
to see how thev deal with the situation," games, and then it starts toying with their point of view). Then, of course, there's the 
he says. “I wouldn't say that any of the expectations based on what they've had obvious comparison to Valve's puzzle-room 
challenges are particularly difficult, to do in the game previously.” opus, Portal. Bruce prefers to discuss the 


visual design of the game in terms of its 
relevancy to the experience rather than its 


Antechamber 


The game's title derives from the term ante-room, meaning 
'room before'. The term is often applied to theme parks, where 
an antechamber is used to inform visitors of the rules of the 
ride. There are many ways to read this meaning into the game, 
built as it is of rooms leading into other rooms and filled with 
instructional text and images. Antichamber is a series of waiting 
rooms leading on to the next challenge, each preparing you by 
challenging your understanding of the gameworld's rules. Each 
of the game's instructional texts and images are gathered in 

the black-and-white hub, accessed with a tap of the escape key. 


similarity to any other titles, however: "The 
world itself 1$ so minimal because once you 
start messing around with the player's head 
vou very quickly discover how important it is 
to remove anything that could distract [them]. 
For quite a long time, people kept looking at 
bugs in the game and thinking thev were 
puzzles, or solving puzzles and thinking 





they'd broken the game. It's pretty difficult 


Ae ED x E 





Antichamber's world 
is a horrendous tease, 
giving through-glass 
glimpses of what lies 
ahead. Whether you 
actually make it there 
will depend on your 
motoneuron skills 


to make a game like this feel right without 
running into either of those problems.” 

As we delve deeper into Antichamber, 
from leaps of faith from neck-breaking 
heights to revisiting areas that have warped 
into new spaces since our previous visit, 


there are moments where frustration creeps 
into its cerebral challenges. The enigmatic 
messages littering the halls can confuse as 
often as clarify. But the game’s difficulty 
usually rests with your own lack of 
interpretative skills rather than any botched 
design. The game therefore plays particularly 
well with company, even though there are no 
multiplayer modes — a fresh set of eves and 
ears to absorb the clues can help hugely. To 
broaden the game’s appeal, it would benefit 
from a more user-friendly hint system, but 
then that would also neuter the sense of 
bewilderment Bruce hopes to instil. 















[f the game enters the retail space (it’s 
currently planned for PC download only, 
although the possibility of home console 
versions hasn't been ruled out), one issue 
facing Antichamber is replay value. Once 
vou've successfully unlocked the secret to 
a section, it can be unappealing to do so 
again, with the endorphin rush of 
uncovering a gameplay twist depleted. 

If Antichamber's visual hook and 
sensibility — rewarding brain rather than gun 
power — suggest it's part of the emergent 
Portal me-too movement, think again: this is 
а project with its own distinct flavour, one as 
finely crafted and varied in its puzzles as it 
is gloriously unbounded in its avant garde 
artistic flair. If Antichamber's tightrope walk 
between confusion and innovation can live 
up to its bedroom coder's grand ambition, 
it could be another indie success story. B 


Q&A 
Alexander 
Bruce 





Which games influenced the development 
of Antichamber? 
One of my favourite game series is 
Metroid for how it deals with exploration, 
and | think there have been some pretty 
strong influences from that throughout 
the game. The early phases of the game 
feel much more like Braid or Portal, 
because of their exploration of unusual 
mechanics, but as the game keeps getting 
deeper it becomes much more about 
using new tools to overcome previous 
challenges in the environment. 

In general, the games that interest 
me the most are the ones that solved 
a problem that didn't exist before they 
were created, So with games like Braid, 
Portal, Fez and Miegakure, they started 
with interesting questions about time, 
navigation, perception or 4D space, and 
then answered them as completely as 
they could, | started with questions about 
mutable geometry and non-Euclidean 
space, and in the process of finding 
answers as to why they were interesting 
concepts, ended up addressing the even 
more interesting ideas of psychology and 
expectations within modern games. 


Although it's abstract in its delivery, there 
does seem to be a narrative thread 
related to a relationship in the game. 
Can you tell us more about this element? 
Antichamber is a game about coming 

to terms with a world that you don't 

fully understand. | guess you could say 
it's about growing up as well, because 
at the same time that the game was 
being developed, | was trying to work out 
what the hell | was doing on a personal 
level as well. I've been on a bit of an 
emotional rollercoaster throughout the 
development, and have had to change 
course several limes. 


How did you focus-test the game? 
Since you're the sole designer, was it 
all done purely through feedback at 
festivals and conferences? 
Festivals and conferences are never 
the best environments for people to play 
a game in, but the reason that method 
worked so well lor me was because 
it ensured that the moment-to-moment 
gameplay was consistently holding 
the player's interest. If you can have 
someone sit down at a busy event and 
play for an hour and a half, despite 
all of the distractions going on around 
them, it becomes pretty clear that 
things are working. 

l've spent quite a lot of time and 
money testing the game by travelling 
around the world with it, but | view it 
all as a pretty worthwhile investment. 


67 


RIGHT Although limbs 
remain attached to bodies 
and heads don't fly off 
shoulders, Team Ninja has 
by no means held back 
from delivering buckets of 
blood throughout Ninja 
Gaiden 3. Swords get 
jammed partway through 
opponents’ torsos and the 
sound design rams home 
some stomach-churning 
squelches and cries 


BELOW Hayabusa's new 
nemesis evokes an 
Illuminati leader rather 
than anything of eastern 
origin, a reminder that 
Team Ninja is shooting for 
wider appeal with its first 
Itagaki-free series entry 


NINJA 
САТОЕМ 3 


Have Itagaki’s students 
become masters? 


Publisher 
Developer 
Format 
Origin 
Release 


есто Кое 
Team Ninja 
300, РЗ 
Јарап 


Е 
“LL . 


www. bit. yiwCSw4E 


| v E ee 1 = 
Screenshot gallery 





hen we previously drew blood in 
Ninja Gaiden 3 (E234), we took a 
stab at a portion of the opening 





London-set chapter, Back then, Team Ninja’s 
new boss, Yosuke Hayashi, seemed to be 
steering the series toward relentless QTEs and 
arcade-stvle accessibility. While a complete 
run-through of the level reinforces the notion 
that this is Ninja Gaiden gone casual, it's the 
second stage — set in a Middle-Eastern desert 
citv — that honours the hardcore philosophy 
of Hayashi's mentor, Tomonobu Itagaki. 

In its final form, then, and with book- 
ending cutscenes in place to offer some 
exposition, the opening section feels like 
an introduction to Ryu Hayabusa tor the 
uninitiated, with the ninja/bodybuilder now a 
god among men, as opposed to a god among 
demons. Meanwhile, the plot — Hayabusa is 
called on to eliminate a shadowy group of 
terrorists in a globe-trotting varn — draws on 
blockbuster films as opposed to eastern myth. 
But in Team Ninja's bid to cater to a western 
palate, it seems it has removed much of the 


Move over 








series' supernatural allure, replacing it with 
action movie staples. Though Ayane does 
make an early, fleeting cameo, it's unclear how 
firmly Ninja Gaiden 3 will stay rooted to its 
past, and whether the writers and designers 
have the chops (or desire) to match the beasts 
and beauty of Itagaki's legacy. 

The action-flick riff flows into the start of 
the second stage, when Hayabusa is imparted 
the crossbow by his governmental minders, 
establishing a James Bond’s Q-esque dynamic 
that rings hollow for a character who's always 
been an army of one. It’s also jarring but 
pleasing to find the second chapter so 
divergent in challenge and style to the first. 
There are fewer scripted events, more worthy 
opponents, and bright, uncluttered spaces in 
which to carve up your foes. It’s a direct 
contrast to the linear-yet-confusing London 
streets, where a hurdle to slide under or wall 
to awkwardly scale lurks behind every corner. 

Though there are fewer set-piece QTE 
moments in the second chapter, button 
prompts remain a cornerstone of combat. You 


PlayStation Move controls once again prove a lacklustre 
alternative for anyone looking for fresh ways to play. Simply 
waggling the controller lunges Hayabusa into his flurries of 
attack, neutering any sense of achievement, and lacking both 
precision and challenge. Nintendo recently showed how to build 
а game around motion controls with Skyward Sword, so it's а 
shame Team Ninja hasn't capitalised on the Move controller's 
responsiveness and potential to serve Hayabusa's slicing and 
dicing. In this case, Move compatibility feels more like a 
marketing bullet point than a thoughtful design decision. 


Combat is both fast 
and aggressive, so it's a 
shame that it's slowed by 
the designer's theatrical 
tastes, with a lurching, 
disorienting camera 





can remove the prompts in the settings, but 
the pauses and erratic camera moves remain 
constant. Even easy grunt kills are slowed 
down, zooming the camera in to emphasise 
the result of steel slicing skin. The slick 
camera proves disorienting, however. It's 
forgivable in a one-on-one skirmish, but 
infuriating when you're outnumbered. 

Initially, this cinematic approach feels like 
a guiding hand from the designers, a way to 
sidestep some of the blind-spot issues that 
plague other action games, but it soon 
becomes tiresome. Persevere and dice enough 
enemies, however, and you're granted a special 
attack. Holding down triangle initiates a 
three-man killing spree that sets Hayabusa’s 
blade on a seemingly random trio of 
opponents. This further complicates any 
attempt at strategy, seeing you dragged from 
foe to foe and unable to steer the flow of the 
action. It’s cinematic, but disengaging. 

Though such mechanics obscure the 
simple joys of painting the town red, Team 
Ninja has made some fine revisions to the 
Ninja Gaiden formula, Arrows can be fired 
more accurately in midair and orbs no longer 
flutter about the screen (though the Ki meter 
builds with each kill and counter as always). 

For better or worse, the Ninja Gaiden 
mould has been shaken up, but there are signs 
that the team isn't entirely betraying its 
legacy. If the finished product builds, level to 
level, as these initial chapters do — from 
mundane to challenging — Ninja Gaiden 3 
could yet carve up the competition. 


69 


ABOVE Paul Phoenix has 
been hardest hit by the 
transition from 3D to 
SFXT's comic-book style, 
his build presumably over- 
emphasised to set him 
apart from Street Fighter 
counterpart Ken Masters. 
RIGHT While Street Fighter 
veterans often associate 
the dragon punch with the 
end of a combo, here it's 
just the beginning. Tag in 
а partner by pressing both 
medium attacks and the 
combo can continue 


www.bit.ly/zNZoQG 


Art and screenshot gallery 


70 


STREET 
FIGHTER 
A TEKKEN 


Poised to be the king of crossovers — 
if Capcom gets the balance right 


Publisher 
Developer 
Format 
Origin 
Release 


РТЫ 


PLAYER) 


Tekken characters’ 
special moves stay 
true to their roots by 
mapping follow-ups 
to subsequent inputs. 
Julia, say, can follow 
a Wind Roll with 
three other moves 


m 








a 
PLAYERI _ 4 x 
А a = sl | | | jæ LJ | Е ый em 








ne уеаг on from our first look at 
Capcom’s once-unthinkable crossover 
| between two of the most revered 
fighting game series in history, the company’s 
gradual drip of announcements has left us 
with a roster of 35 characters, though rumours 
indicate that the final count may well be 
nearer 50. While there’s time for it to change, 
then, the current impression is that this 
might as well have been called Street Fighter 
IV X Tekken: on the Capcom side, just three 
of the 18 confirmed fighters are absent from 
the SFIV roster. It’s little surprise given that 
the game runs in the same engine, but long- 
standing series fans might feel entitled to a 
wider representation of its 25-year history 
than Street Fighter II's Hugo and Poison, 

and Rolento from Alpha 2. 

Few of the most recent Tekken side 
announcements raised eyebrows: series 
stalwarts Paul Phoenix and Marshall Law were 
such obvious inclusions that they might as 
well have been announced alongside the game 
at Comic-Con 2010. Capcom has mere weeks 





Crossover appeal 
Series fans may remember Street Fighter Alpha's Dramatic 
Battle, in which Ryu and Ken fought final boss M Bison 
simultaneously. Street Fighter X Tekken takes that engaging 
conflict a step further with Scramble, a fourplayer mode with 

, all characters onscreen at once. It's chaotic stuff, of course, but 
there's clearly potential for creative, extensive combos. You 
can also team up in Paired Battle, which plays out like a normal 
fight, with each player controlling a single character. That's 
going to take more than a little bit of practice, so the inclusion 
of an online training mode is most welcome indeed. 






to announce the remainder of the roster, and 
the safe money’s on Tekken's Jack and Street 
Fighter's Akuma, with a recent trailer revealing 
Mega Man and, bizarrely, Pac-Man. They, 

like Infamous protagonist Cole McGrath and 
Sony Japan mascots Toro and Kuro, will be 
exclusive to Sony platforms. 

The Capcom characters are largely 
unchanged from their Street Fighter [V 
incarnations, a logical consequence both of 
the desire to ensure SFIV players make the 
switch and of the amount of work required 
to fit characters from a 3D brawler in a 2D 
setting. Capcom appears to have struck a fine 
balance, ensuring the Tekken cast fit the Street 
Fighter style while still feeling like themselves. 

Producer Yoshinori Ono wants to expand 
the fighting game's audience, which means а 
host of mechanics aimed at new players that 
will also help Tekken players make the switch. 
There are two simplified control schemes: 
one aimed at beginners, with special moves 
mapped to single directions, and one based 
on Tekken’s directional taps, with diagonal 





Stages change over the 
course of a match, with 
fighters sometimes 
jumping to lower levels 
for different backgrounds. 
By the final round, this 
level is illuminated by 
the neon-rigged trucks 


inputs removed. Both mean lower damage 
output and a reduced moveset, but beginners 
can start out with controls they feel 
comfortable with and gradually work their 
way up to the regular control scheme. 

Then there’s the gem system, which when 
first announced seemed like a way of racking 
up preorders; different retailers will offer 
different gems, with a purchase of the special 
edition the only way to guarantee the full set 
on launch day. Players choose five gems before 
the match begins, and they're split into two 
categories: boost and assist. The former gives 
experienced players increased speed, health or 
damage, while the latter is aimed at beginners, 
automatically blocking attacks or teching 
throws. Boost gems have to be activated by 
meeting certain conditions during a round, 
and assists come at a cost: using auto-block 
depletes your Cross Gauge by a third. 

[t’s still a concern, particularly given that 
you're not told which gems your opponent is 
using, and with 55 to choose from, there's а 
risk of something game-breaking being found 
once they're in the hands of millions. But 
Street Fighter X Tekken feels wonderful, a 
faster-paced, more attack-minded game than 
Street Fighter IV, with intriguing possibilities 
in its tag-heavy combo system and its 
concessions to newcomers well thought out 
and balanced. Street Fighter ГУ catapulted 
fighting games back into the mainstream, but 
favoured depth over accessibility. If Capcom 
can strike a balance between the two, it could 
be on to something truly special. № 


A 


Aerial combat has 
featured heavily in early 
looks at Uprising, but the 
transition between flying 
and on-foot sections 
seems to cleverly mesh 
with the weapons system, 
forcing you to pick arms 
carefully before levels 





This three-headed dragon 
is Hewdraw, a boss that 
appears in chapter three. 
The order in which you 
defeat its first two heads 
changes the dialogue 
spouted by the last 





72 





KID ICARUS: 
UPRISING 


Nintendo's most cherubic character 
stars in a punishing shoot ‘em up 


Publisher fi ntende 
Developer Project Sore 
Format | 
Origin 
Release 





As well as a game loop 
that encourages replay, 
there's an emphasis on 
multiplayer combat in 
Uprising that should 
see it in consoles long 
after the credits roll 








zs] 





Medusa's hordes see 
Nintendo on impressive 
visual farm, conjuring all 
sorts of bizarre beasts 
and homages to the NES 
title that gave life to Pit 








or a game that presents itself as a 
Saturday morning cartoon, Kid Icarus: 
Uprising is an alarmingly hardcore shoot 
‘em up. It’s at a stroke more challenging than 
the straightforward flag grabs of Mario’s 
primary-coloured platformer worlds, more 
consistently frenzied than anything Samus 
Aran would encounter, and a far cry from the 
relative placidity of Link’s usual haunts. Yes, 
Nintendo has found a new and gruelling niche 
in which to place one of its most malleable 
and least recognisable icons. Pit, it has 
decided, is the Nintendo character who'll 
reduce you to a shrivelled, defeated mess. 
Uprising is designed to be replayed, with 
each chapter goading you into gambling your 
accumulated score against a chosen difficulty 
level. These chapters are split into an initial 
Sin And Punishment-style on-rails shooter 
section, before culminating in an on-foot, 
free-roaming action runabout. The former 
is a sort of After-Burner-meets-Greek- 
mythology affair, with Pit screaming through 
luscious, rolling cloudscapes and soaring his 
way over beautifully rendered, scorched 
battlefields. The latter is in thirdperson beat 
‘em up form, with full camera control handed 
to the plaver and a more varied and tactical 
array of combat options. 





= E 
Raising the barcode 
Kid Icarus: Uprising will come furnished with a three-versus-three 
competitive multiplayer mode, as well as a free-for-all Battle 
Royale option. But perhaps more interesting is the game's 
integration of 3DS's augmented-reality capabilities. A number 
of character cards will be made available (Nintendo hasn't yet 
made clear haw), which, when placed next to each other on a 
flat surface, will produce 3D models of in-game characters, which 
will then proceed to brawl. Outcomes to these scraps appear 
pre-canned, but it will at least help settle playground disputes 
over whether angel Pit is tougher than goddess Palutena. 


Uprising not only 
comes with its own 
cast of eyeball-heavy 

| goons to defeat, but 
you can expect to 

| see cameos from the 

. Metroid franchise make 
an appearance, too 


Your choice of weapon, from one of nine 
basic categories, dictates how these two 
sections play out. Head into the on-rails 
[lying sections wielding the melee-centric 
club and you'll find yourself at a disadvantage. 
Once on the ground, however, the club's ability 
to clobber with extreme prejudice comes into 
its own. Within the nine basic categories exist 
dozens of different individual weapons. The 
gunblade categorv, for example, hosts the light 


Pit is the Nintendo character 


who'll reduce you to a 


shrivelled, defeated mess 


and agile samurai blade, the multi-shot-firing 
burst blade and the poisonous viper blade, 
each carrying a unique aesthetic and bespoke 
animations. Weapons are bought and sold, as 
well as discovered inside well-guarded chests, 
and it's the rarity of those powerful weapons 
that drives the game's replay value. 

Uprising's cast is one of Nintendo's most 
bizarre. A Groucho Marx face that shoots 
bombs from its nostrils sits alongside a three- 
tiered scallop tea tray with orbiting, laser- 
firing pearls. It's HR Giger meets CBeebies 








and it's fascinating just to see what oddness 

is thrown at you next. Most chapters conclude 
with weird bosses, such as the three-headed 
Hewdraw, whose personality changes based on 
which heads you lop off. 

Gambling more hearts at a chapter's 
outset increases your ability to procure better 
weapons. A sliding difficulty scale allows you 
to set your challenge level. Go low and you're 
effectivelv paving hearts for an easier ride. Go 
high and you're risking your hearts for bigger 
jackpots. Failure drops the difficulty level and 
loses you a chunk of the pot. 

The highest difficulty setting demands 
supernatural reaction times, too. It's mind- 
smearingly difficult: with the top screen a 
masochistic, bullet-hell mess, we haven't 
vet lasted 30 seconds. There's real lasting 
challenge for all skill levels and increasing 
rewards for playing right on the edge of 
vour comfort level. 

There are still issues with Uprising's 
control system, specifically during the 
on-foot sections, where the touchscreen is 
used to rotate the camera around Pit. The 
method is unintuitive, requiring a few hours' 
play before it feels natural. Once you've 
mastered them, though, Uprising’s controls 
are remarkably swift and precise, and feel 
entirely appropriate for the acrobatic Pit. 

It's ironic that Nintendo has placed its 
most innocent and cherubic star in a game so 
punishing in its arcane control method and 
relentlessly spiralling difficulty. Whatever 
mystical force inspired Pit's re-emergence, 
he's carried with him a daunting whiff of old- 
school challenge, a gruelling sort of stuffy 
retro miasma. You can soar through the game 
if vou like, but when it's finally released, 
Uprising will want to make you crawl. B 


73 


DIRT 
SHOWDOWN 


Codemasters’ renowned series 


spins off into full-contact territory 


Publisher Codemasters 
Developer | in-house 
Format 360. PC. P53 
Origin 
Release 





Showdowns events 
take place against 
a wide range of 
weather effects. The © 
loss of grip in snowy 
environments adds 
to the mayhem of 
demolition derbies 





















Every event in Showdown 
is designed to be just that: 
an event. Look beyond 
the foreground's sparking 
metal and flying debris 
and you'll see cruise 
liners and big wheels 
shimmering in the 
distance, as schools of 
circling paragliders enjoy 
views of the auto carnage 
unfolding below them 


74 


Grid racers should 

be familiar with the 
Yokohama Docks. They 
feature in Showdown 
as the home of a 
Gymkhana arena three 
times larger than Dirt 3's 
Battersea power station 





ith the exception of zombie party 






cars and the luminous polystyrene 
blocks designed purely for 
extravagant obliteration in Dirt 2's 
Gatecrasher and Dirt 3’s Gymkhana modes, 
Dirt is a series predicated on a strict non- 
contact rule set. For all the franchise's recent 
'extreme' inclusions, Codemasters has never 
strayed from the clean race ideology 
established in 1998's Colin McRae Rally; 
merely grazing a wooden post at high speeds 
can all too often throw a vehicle into a 
catastrophic tailspin. Frenzied sideswipes 
in head-to-head battles by autoists with 
fantasies of Burnout's signature takedowns, 
meanwhile, are as likely to retire the aggressor 
as they are the victim, second chances granted 
by rewind tool Flashback notwithstanding. 
But comprehensive data-mining of Dirt 
3's user-progress statistics has helped 
Codemasters discover untapped potential in 
Dirt's worn tyre treads: an audience content 
to plav with nothing but the easiest settings, 
who feel most at home in the busier, multi- 





car game types. As the cries for more 
demanding rallying ramped up online during 
Dirt 3's qualifying days, players voted in 

a different manner in-game. 

To purify these muddied waters, Dirt has 
now been cleft in two. Dirt 3's true successor 
will make a pit stop to siphon off those 
features deemed too indulgent, before driving 
back down the rallying path of its ancestors. 
That leaves the Showdown series as the new 
vehicle for the discarded modes as well as a 
test track for other luxuries. 

One thing clearly missing from Showdown's 
blueprints is any mention of contact -free 
racing, as evidenced in a hectic eight -buggy 
Baja sprint around a dusty desert circuit. 
Gone is the need to gently feather the throttle 
to ease 1,300kg of angry car around corners. 
In Showdown the tyres bite with extra vigour 
to take turns with Ridge Racer flamboyance, 
but if the engine has been overcooked prior to 
a hairpin you can use an opponent's side as a 
kicker to negotiate the bend safelv. Motorised 
bushwhacking is positively encouraged. 


From the hearse’s mouth 


Dirt has never been a series to shy away from vehicular carnage, 
but events such as demolition derbies have seen safety belts 
unclipped and the full force of the EGO engine's damage system 
let loose for the first time. It's possible for cars to be ripped clean 
in two (then pieced back together courtesy of the renamed 
Crashback reverse button), a feature that has forced Codemasters 
to ease back on officially licensed vehicles in favour of bespoke 
varieties. Hearses are promised, but for reasons no more sinister 
than providing peculiar frameworks to be fed through the 
physics wringer — FlatOut 2-style ragdoll drivers are a no-no. 


Mounds of tyres, deadly impediments 
in Dirt 3, are now strewn about the racetrack 
along with boxes and barrels with almost 
careless abandon. All are begging to be 
scattered by a speeding bumper. 

Showdown's excessive pageantry wouldn't 
be complete without the obligatory boost 
button synonymous with the underground 
scene of The Fast And The Furious 
generation. Here it sits snugly within a 
relaxed control system where drifting is easy 
to initiate and maintain, and in race modes 
where performance is judged on aggression 
as much as it is on composure. 

These rubble-strewn jostles to the 
finishing post come in familiar elimination, 
domination and standard flavours, yet make 
up just the quietest third of Dirt Showdown's 
three-pronged assault on motorised mayhem. 
The other two keystones of Showdown's 
curriculum vitae are its Hoonigan and 
demolition derby events, the first an 
expanded take on Gymkhana with multi-car 
stunt challenges, the second a respectful nod 
back to Reflections' Destruction Derby brand. 

Whatever your take on Dirt's recent 
destinations, the unexpected diversion along 
the highway to Grid 2 should be heralded with 
the carnival spirit depicted in its frenzied 
events: it’s either the game that promises to 
bring years of childhood Hot Wheels play 
sessions to life, or the filter through which all 
of Dirt’s garish events have been extracted. 
Like or loathe the style, the Codemasters 
garage knows how to tune up a fine racer. № 


75 











FULL HOUSE 








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82 











THE UNTOUCHABLES 


Concluding our critical look at the stone-cold classics of gaming, stripping 
away the veneer of perfection to reveal the tar more interesting truth beneath 


be a fine way of circling their achievements. Having 

already picked apart Half-Life 2, Rez and Grim Fandango, 
three more classics are now in the firing line. They are: 
Halo, the acceptable and universally acclaimed face of the 
space marine shooter; Resident Evil 4, arguably the finest, 
most meticulous and most generous thirdperson shooter to 
date; and Super Mario Galaxy, the true successor to the 
game that taught us how polygons should run and jump. 
Each is a masterwork and an inspiration to developers. 


| ooking for а game's flaws, as we discovered in E237, can 


What all of these games have in common is that they 
know exactly what they’re doing. Despite all the prototypes, 
delays and transformations they went through, their 
founding principles held firm. It's for this reason that these 
games, maybe even more than last month's, tell us as much 
about their parent companies’ culture and values as they do 
their technology and craft. Their flaws, if vou can call them 
that, exist at an almost genetic level. Strip them out and 
vou risk losing a whole lot more than you might gain — à 
lesson that Resident Evil 5 learned the hard way. e 





83 


THE UNTOUCHABLES 


84 





FALLEN ANGEL 


Game Halo: Combat Evolved Developer Bungie Format 360, PC, Mac, Xbox Original release 2001 


As veterans of GoldenEye 007, David Doak and his 
colleagues at Free Radical were among the few credible 
active makers of console FPS games when they first heard, 
via none other than former Edge editor Joao Diniz Sanches, 
that Halo was pretty good. This, in the context of all the 
hype, meant that it was terrific. Masterful, even. 

“We were obviously very busy, but it was one of the few 
games I actually took the time to play back then,” says 
Doak. “And I spent whatever it was, a Saturday and a 
Sunday, to play through it in a way you don’t often do — 
and I really enjoyed it. But it’s a mixed bag...” 

He is the first to admit that the TimeSplitters franchise 
owes a few things to Halo: “TimeSplitters 3 had the whole 
Flood thing going on, and we stole the weapon-overheating 
thing and the way the plasma grenade 
particle effect works.” So Doak knows “THE 
Halo’s core loop is strong, and credits 
its roots as a Mac realtime strategy 
game for its non-player-centric 
action, its Al and its openness, the 
latter of which feels fresh to this day. 

“One of the things that’s really 
interesting in Halo, compared to 
what’s happened since, is that what 
you see going on is generally what’s 
going on. There’s not much smoke 
and mirrors: some ridiculous 
cutscene’s playing just over there, 
which looks amazing, but you 
absolutely mustn’t go over and have a look. Some of my 
strongest memories of playing Halo were being outside, 
running about, where I'd been on the vehicles and stuff.” 

And the weakest part of the experience? “The 
presentation was good at promising a lot; the whole attract 
sequence, with the choir and the ring world, is gorgeous. 
But I could never buy into the fiction of Halo. You're 
playing that opening mission, that insertion where you 
drop down onto this ring, and you're thinking, ‘Fuck! This 
story’s going places. Then the badass aliens are flying 
around in their ships and it all feels really naughty and fun. 
And then these little funny guys start doing slapstick, and 
it’s kind of, “OK, ГЇЇ run with it! But the more I paed. ot 
Halo in terms of thé pi га i id tt 
characters and stuff... T 


BUT I 





was quite tongue-in-cheek, but it was really important for 
[Microsoft] to have this shooter that appealed to their core 
market, which is teenagers and 20-something lads. I don't 
think those two things ever sat together really well. 

“I could never really work out what was going on while I 
was playing, my narrative motivation. Am I a robot or just 
some big guy? I'm doing the classic sci-fi thing of everyone 
going, 'Oh my God, there's this great secret that's going to 
change everything. Then [the game] reveals them and 
they're not terribly interesting. It seems to make that 
mistake of the thing you’re doing being so important that 
there's no lull in the pacing. The minute you do something 
that's going to change the outcome of the war, someone 
appears in a cutscene and goes, ‘No, no, no — now we've got 

to do this. It's just relentless.” 


ATTRACT 
SEQUENCE, 
WITH THE 
CHOIR AND “Of course it doesn’t explain 

RING WORLD, 

IS GORGEOUS. 

COULD 
NEVER BUY 

INTO HALO’S 
FICTION” 


Doak balks at the degree to which 
fanboys have turned such vacuous 
hokum into a sprawling mythology. 


everything, they'll say. ‘You've got to 
read the book. Well, I'm sure there are 
better books to read.” 

What really annoys Doak as a 
professional developer, though, is the 
first game's later level design. "It's the 
Library [level], isn't it? That horrible 
fucking endless cut-and-paste. ‘Now 
I get to do the same thing over there! 
The opening part of the game, in terms of pacing and stuff, 
is just really sexy and engaging: ‘I’m not sure how the 
combat mechanics work, but I’m in a shooter. Shit, there’s 
someone flying at me! Га better hide. I can use the vehicles 
as well? Ooh’ Then it gets to this part where you're 
endlessly on foot with the same bloody attack patterns 
coming at you again and again. And those annoying things 
that shoot you with lasers. That's Halo's biggest crime: 
‘That was really good. Did you like that? Well, you get to 
do it again now. And again! 

"It's funny, because that wouldn't happen now. People 
would look at the drama and entertainment and noveny a 
levels in a game, and someone would say, ‘Look, 


| ppt this is just cut-and- -paste crap here. Just nis 


vorried about the game 























































David Doak, 
freelance game 
consultant 


taking ten hours to play through. It’s just padding. 
Or something someone had done that no one had the heart 


to tell them to take out.” 


Doak’s more than happy to laud the art style, though, 
even if it’s not perfect: “A lot of the things that look gaudy 
about the flak and particles and stuff are actually very well 
cued game signals when you're playing. There's a lot of 
tracer stuff going around that's all colour-coded nicely, so 
it helps you unpick what's going on and makes more 
confusing situations readable. But there's a lot of what we 
used to call ‘programmer pink; when a programmer makes 
up a colour for something with some obvious hex value." 

And while generally praising Halo's multiplayer 
component, Doak admits that when he finally did get a 
chance to play it he was too far behind the competition to 
be hooked. The floatv vehicle handling is also singled out 
for particular criticism. "I suspect the reasons are all to do 
with physics performance, he notes. "It's a costly part 
of the runtime, so having everything a bit slower makes 
it easier. You get fewer collisions and stuff. That's why 
it's like that, I'm sure.” 

He struggles with the inventory system, too, which is to 
suggest that the svstem struggles to properly accommodate 
its players. "I bet you the fanboys can do it with their eyes 
shut, but I've found that any attempt to manage your 
inventory in a firefight ends badly. You'd be hacking away 
at something and some guy drops a cool gun, but you know 
that if you go over there vou'll spend ten seconds, which 
feels like an hour, jigging around." 

Many of these issues have been dealt with, or at least 
improved, throughout the series, but others have not. Story 
tends to be the sticking point, and Doak's most damning 
remark is the one that rings truest: *I played Reach and just 
couldn't remember if I'd finished the third one. There was 
some big boss battle with a spidery thing that vou climbed 
on... I can't remember any of the rest of it. 

"What they did was start to erode the thing that was 
interesting about the first one, which is that vou're the 
über-soldier. They diluted the pool... When Bungie bought 
themselves back out of Microsoft, people were going, 'But 
they'll never get to make another Halo!’ And vou think, 
"Yeah, and thank Christ for that! Surely they were fed up of 
making it. They must have been.” e 


THE UNTOUCHABLES) OVO, 





THE EVIL WITHIN 


Game Resident Evil 4 Developer Capcom Format 360, GameCube, PC, PS2, P53, Wii Original release 2005 


We've looked at games that triumph and endure in 
spite of their circumstances, but what about those that live 
because of them? Games that let technology and tradition 
give them shape and focus, hiding whatever flaws can't be 
turned into groundbreaking, precision-engineered features. 
There can be few greater examples than Resident Evil 4, a 
game so indebted to the foibles of GameCube and survival 
horror that it wouldn't exist without them. Not, at least, in 
the form that defined a generation of action games. 

Troubleshooting such a masterpiece is like trying to 
defuse a tamper-proof bomb: who can say what problems 
will cascade through the system when vou make the 
slightest change? It's a very real challenge, too, when you're 
one of the numerous developers charged with making a 
Resident Evil 4 clone. Climax isn't one 
of them, but it certainly knows their 
handiwork. Prior to making Silent Hill: 
Shattered Memories, it had to rescue 
PSP's Silent Hill: Origins from the 
efforts of another studio. 

"Their template had been: let's 
copy Resident Evil 4, but in the Silent 
Hill world,” recalls design director 
Rhys Cadle. *So some of the things 
that didn't work 100 per cent in 
Resident Evil 4, like that control 
scheme, with the offset character and 
the tank controls, is great in open 
spaces, but if you put it in a corridor 
then it's not so good. Transposing those controls into more 
domestic interiors and doorways was not a fun thing to 
play through. The emphasis on QTEs and combat and boss 
fights and set-pieces didn't gel. The game had car chases 
and other huge set-pieces that felt wrong. So when we did 
Origins, our response to that was to say, partly due to lack 
of time and money: ‘Why are we doing this? No one's ever 
made a Silent Hill game on a PSP properly, so let's just do 
that and do it well’ 

Cadle played though Resident Evil 4 “in a very small 
number of sessions over an intense weekend; I actually had 
to take breaks because I found it so intense. Not in the 
scary sense necessarily, but because it was so relentless 
how the gameplay worked. And I kept being amazed at how 
bloody long the thing was. It was slightly daunting as a 


AND 


"YOU GET TO 
THE END AND 
YOU STILL SEE 
THE SAME 
CHARACTERS 
FLYING OFF IN 
HELICOPTERS, 
TALKING 
ABOUT SECRET 
PROJECTS" 


developer, going: 'I've just played 25 hours and it's never 
really repeated itself, and it's just non-stop. They didn't 
really take their foot off the gas for more than 30 seconds.” 


Famously prototyped over several years, Resident 
Evil 4 promised reinvention and subsequently transformed 
a series apparently in its death throes. But not entirely, as 
Cadle explains: “The lustre did come off a little bit, because 
a big part of their spiel was that, 'We're getting rid of 
zombies and the Umbrella Corporation, yet two-thirds of 
the way in you find the hidden underground base and those 
same old sequences: ‘Oh, there's been some strange 
experiments going on. Even with awesome stuff like the 
Regenerators [monsters whose weak spots are given away 
by a heat-sensing sniper scope]. 

"There's definitely something 
about them not necessarily having the 
conviction to turn over a new leaf. 
Because you get to the end of the 
game and you stil see the same 
characters flying off in helicopters, 
talking about secret test projects and 
what have you. It wasn't about 
Umbrella as a technicality, but the 
original premise was being dumped in 
this quasi-Spanish village, and the 
randomness of hunting for the 
President's daughter. It had this weird 
B-movie vibe, but then, like the first 
season of 24, it slowly peeled back to this creepy little kid 
you thought was the big baddie, and then all the people 
with chainguns and rocket launchers." 

None of this is necessarily bad, he admits. Yes, an 
explicit part of the Shattered Memories design doc was: 'No 
bosses, just set-pieces, but that was mainly due to the fact 
that “the Silent Hill combat system is at odds with a 
monster with lots of hitpoints running around" Indeed, the 
Resident Evil series will likely never be as good again. Not 
least because the original version of the game was 
presented in a grungy standard definition perfectly 
matched to its torches-and-pitchforks conceit — itself 
instrumental in giving the scripted AI a feral cunning. But 
by mixing the old and new to create this *ultimate' Resident 
Evil, flaws must surely exist at the genetic level? e 





87 


“Well, you’re in that tricky scenario a lot of the classic 
Japanese games are in. The game evolved along a certain 
path, and the original was very much of the Alone In The 
Dark model. A lot of the contrivances made sense in that 
Lovecraftian setting, like the fact that all the story’s told 
through diary pages. You've got all those mechanics that 
are so integral to the experience that if you start tinkering, 
it all falls apart. Resident Evil's always been happy to put its 
hand up and say it’s a B-movie and that it’s going to have 
corny dialogue, but I don’t know how much of that was one 
of those weird things that evolved with the franchise, 
because a lot of it came out of the mistranslations.” 

The core of the Resident Evil 4 experience is also 
brutally simple: “The defining ingredient is the minigame 
shooting gallery, which crystallises 
the fact that the entire game is a 
shooting gallery: your character’s 
generally stuck to the spot; some of 
the zombies move faster, and they 
have different heights they can walk 
on; there are destructible scenery 
elements and nice shiny trinkets you 
can shoot; and you've got a bunch of 
moving targets with different 
priorities. It’s a shooting gallery on 
wheels, and there are a hundred 
different ways to dress that up.” 


Is that a bad thing, though? On the 
contrary, Cadle says, "it's really, really fun” It's also 
somewhat ironic that between Resident Evil 4 and Killer 7, 
another Capcom shooting gallery, it's the latter that's more 
technically a survival horror, staying loyal to the tropes of 
maps, keys and constant retreading. In fact, Cadle disputes 
that Resident Evil 4 is a horror game at all: *It's an action 
game. It's intense, it's disturbing, but it's not horror. People 
get, if they're going into a horror game, that there might be 
periods when it's not fun." 

This, he explains, is why Resident Evil is "the healthier 
of the so-called survival horror masters, Silent Hill being a 
more left-field endeavour constantly conflicted over what 
it should be. Silent Hill is a true analogue for cheap, niche 
horror movies, which are — in a cruel twist — enormously 
expensive to emulate in videogames. Resident Evil 4, on the 


"RESIDENT 
EVIL'S ALWAYS 
BEEN HAPPY 
TO PUT 
HAND UP AND 
SAY IT'S A 
B-MOVIE AND 
IT'S GOING TO 
HAVE CORNY 
DIALOGUE" 








Rhys Cadle, design 
director, Climax 





other hand, is a wildly populist blockbuster that, with its 
ability to spin carnival gameplay into epic adventure, might 
just be the most villainous game in our entire line-up. 
“I think what you've just made us prove is that although 
Resident Evil 4 doesn't really have any faults, all of its faults 
were what it brought into the world," chuckles Cadle. "A lot 
of the criticism you can level at it is what other people did 
with the template, because it took the QTEs to a level that 
just about worked for that game. And after that, everyone 
else said, “Well, if they can do it, we can! 

"The number of people I've spoken to in movies who 
say that when Star Wars came out it completely ruined the 
business of making movies... Prior to that it was something 
grown-ups did. You think of the golden age of movies in 
the '70s, and then the minute Star 
Wars came out — and people realised 
you could merchandise this stuff to 
kids — that fundamentally changed 
the logistics. It changed everything. 

“If vou look at the games that have 
been successes, the kinds of games 
publishers are asking for after Resident 
Evil 4, it's very much defined by that 
blockbuster approach. Not just the 
content, but the amount of content 
people expect, and being able to focus 
on a core set of mechanics but roll 
that through a whole load of scenarios. 
It's hard to argue with it, because you 
play through Resident Evil 4 and you're like, "Wow!" 

"But I remember when Edge did their recent 100 games 
list and it was really near the top, and I had to be honest 
with myself and say that when I played that game it was a 
10/10 experience. But actually I look back at the 
experiences in games that I cherish and Resident Evil 4 
didn't really have those. If it had been a movie, it would 
have been the kind of thing Га see on a wet Saturday 
afternoon, laughing at its bad jokes and explosions. It's one 
of those sad things when people ask if games are competing 
on a level footing with movies. It's exciting, and the level 
of craftsmanship is incredible, and it enabled other 
developers to do things that are slightly deeper, but it's still 

illi Ы. er about а guy rescuing a Eresi 


ITS 

























THE UNTOUCHABLES 


THE UNTOUCHABLES 





WORLDS 


APART? 


Game Super Mario Galaxy Developer Nintendo EAD Tokyo Format Wii Original release 2007 


When someone takes a shot at Nintendo’s mighty 
mascot, they seldom aim to wound. He may walk and talk 
like a mustachioed toddler, but don't be fooled: Mario 
comes protected by Metacritic-toughened armour and the 
most zealous bodyguards in gaming. His ego takes nothing 
short of a meteor strike to bruise. 

That's what Internet celebrity Ben ‘Yahtzee’ Croshaw 
must have thought when firing two very similar salvos at 
Super Mario Galaxy and its sequel. ‘Stagnation’ was the 
watchword of the second, closely followed by a breathless 
stream of fan-baiting blows. His is not a viewpoint shared 
by our two volunteers here, though: Dino Patti, CEO of 
Limbo creator Playdead, and veteran BioShock level designer 
Steve Gaynor, who is now freelancing. 

Patti begins: “For what it wants to 
do, Super Mario Galaxy is perfect. It’s 
just super-hardcore in doing core 
gameplay. You can’t do the puzzles by 
half: you either do them or don't. It's 
maybe not the best game in the world 
— И doesn't really have a moody or 
intriguing story — but [Nintendo] 
know what they want. 

“It’s kind of become a joke: how 
are they going to kidnap the Princess 
this time? But what you always want 
in a game is a sense of purpose, no 
matter what you do. Nintendo just 
wants to deepen this. It wants flat 
characters — characters without flaws. It would be really 
cool if they did have one instalment that actually had a 
twist: you find the Princess halfway through and then do 
something unexpected. That would be great, but it'd be 
worse if they tried and didn’t fulfil it.” 

“As a level designer,” says Gaynor, “I felt really kind of 
inspired — or maybe, in a way, jealous at the time — of the 
core tenets of their level design, with the crazy abstract 
spheroid playspaces, and the arbitrary gravity. It was a 
really cool, interesting, original idea that supported classic 
platformer gameplay in a new way, but also they took full 
advantage of the core premise, and kept pushing the 
possibilities further and further. The central ideas really 
gave the designers a ton of freedom, and they didn’t take 
that for granted, which was awesome to see.” 


“THERE’S THAT 
KIND OF 
BORING AND 
POINTLESS 
INTRO LEVEL, 
AND THEN 
YOU’RE 
HAVING TO 
GO BACK TO 
THE HUB” 






Our pair agree that despite the presence of Nintendo’s 
latest invention, the Wii Remote, the game doesn’t feel as 
revolutionary as Super Mario 64. But that isn’t a problem. 
“The motion controls were more of an optional feature or a 
support feature,” says Gaynor. “You could use them to shoot 
star bits at enemies and stun them to optimise your 
performance, but they didn’t get in the way or feel 
gimmicky, which is a trap that so many Wii games fall into. 
It felt like the best use of the system thus far, partly 
because of how little it relied on the [motion] features. 

"It's interesting that a flagship Wii game didn't really 
use the Wii motion functionality much. But, honestly, 
I think that's for the best, and shows a lot of really good, 
smart restraint on the part of the designers, because they 
recognised that they were strictly 
making a platform game, and that 
motion didn't have a ton of relevance 
to that design, so they didn’t 
shoehorn it in. The fact that they 
shipped the motion controls they did 
probably means it was the best 
implementation there could've been 
for that project, which is great, and 
I'm really glad they apparently weren't 
under enough external pressure to 
just cram unnecessary gimmick 
motion features into the game that 
most likely would've made it worse." 

Patti echoes those sentiments: 
"It's called Galaxy, and that's a cool theme, and they got the 
best out of that theme. Nintendo knows the essence of 
gameplay, whereas the big military shooters wouldn't know 
gameplay if it bit them in the ass.” 


For all its successes, though, there are some flaws. Its 
intro — awkwardly blending tutorial and cutscene, with a 
glaze of unskippable text — shows that Super Mario Galaxy 
might have a knowing disregard for story, but it's hardly 
100 per cent game. "With a lot of Nintendo's core 
properties, it seems to be more and more of a problem: how 
much text you have to advance through to get to the game,” 
says Gaynor. "There's that kind of boring and pointless 








ойр back to 1 С | 





Dino Patti, chief 


Steve Gaynor, 
executive officer freelance writer and 
of Playdead videogame designer 





text while tutorial mechanics are still being introduced. 
And then there's the storybook stuff! The critical path 
story never seems to really add to the experience. So, yeah, 
I don't know — I'm not sure where the desire for more 
story by volume in Nintendo games comes from. 

“It’s possible it's some idea of expanding to a wider, 
more casual audience or something like that, especially 
with the identity of the Wii at the time. But in my 
experience, both hardcore and casual players equally want 
to get to the core experience as quickly and painlessly as 
possible, which in Mario is the play.” 


Patti thinks that idea of a broader Nintendo audience 
might explain the game’s repetitive boss battles, too. “You 
can get stuck in Limbo, because we're targeting adults, but 
Nintendo want kids of maybe six and seven to play, all the 
way up to our age. These small iterations on the same boss 
— each one a little harder, maybe with a new trick — are a 
teaching method. The game’s designed to take as many 
gamers through it as possible.” 

Perhaps it’s inevitable, then, that there's a certain 
degree of conflict — the hardcore vs the casuals, old vs new. 
Gaynor sees the symptoms in its frequent returns to 
mechanics better left in the games that made them famous: 
“Like levels that were basically just single-gravity-direction 
Super Mario 64 levels, or the ones where you were racing a 
stingray or whatever. Because something that was really 
good about the spheroid levels, aside from just being new 
and different, was that they were generally very forgiving, 
because gravity always pulled you back to a surface, so you 
couldn’t just fall off the edge and die. 

“In the more traditional platforming levels, or the race 
levels, you could kind of suddenly fail with this binary 
failstate, where you fell into the void or lost the race. You 
lost progress, and it could be frustrating. They also had the 
really hard challenge levels, which you never had to play 
if you didn’t want to, and that kind of put them in a 
different category. But the other stuff you were required to 
deal with to progress, which rubbed its old-schoolness in 
your face. So the fact that they held on to some of the 
older-school styles of level, maybe just thinking that the 
audience would demand them if they weren't there, was 
probably the biggest blemish оп. an. experience that 
otherwise felt very new and engaging" № 








silicon 





Atter emerging from the fertile soil that was Acorn 
Computing т the 1980$, the Cambridge-based 
ARM has fought its way into the upper echelons of 
the semiconductor industry armed with just one simple 
business tactic: creating low-power, high-spec 
designs and licensing them to a range of partners. Its 
success has seen its technology placed at the heart 
of modern gaming, with ARM-designed architecture 
in 95 per cent of all smartphones sold, as well as 
Nintendo's 305 and Sony's PlayStation Vita 
hardware. Now the company is taking on the likes of 
Imagination Technologies in the high-end graphics 
processing sector with its advanced Mali-T600 range 
of GPUs, based on the Midgard architecture. It's also 
keeping one eye on the exploding tablet market and, 
of course, future generations of gaming hardware. 
We talk to Paul Newby Ё 





E, Marcus Melroy 





and Ben James KX to discover more about ARM's 
approach, how its recruiting a new generation ої 
talent, and where it sees its research — and the wider 


videogame industry — going in the coming years. © 


storemags 


93 





SILICON SCIENCE 


Sno 
гаш GPU 


BITES 


дї аа E 
рЕГЕ ОГ а ГС Е 
it's а totally 
ОІРРЕГЕПТ 
paradigm То 
an ^oox Bo," 


From left: Paul Newby 
(software engineering 
manager), Marcus 
McElroy (hardware 
engineering manager) 
and Ben James (SGL 
& staff engineer) at 
ARM's Cambridge, 
UK, headquarters 








work with OEMs to make sure we're 
aware of exactly how things are 
going to be used. We have internal 
research that looks into the future — 
the next big thing that will be used to 
exercise the GPU, for example. 
There's а lot of buzz at the moment 
around GPU computing — using 


then spend their money creating 
tasty dishes from those recipes, and 
spinning them in a different way 

to create а niche for themselves. 
Paul Newby We're innovating in 
this space, coming up wilh different 
architectures for the future, removing 
the need for other companies to do 





the same. And the royalty-based 
business model that's used is far 
better for [our clients] than investing 
heavily in their own R&D. That 
business model is a crucial part of 


the GPU as а general-purpose 
computing device, so thats OpenCL 
if you're looking at it from a Khronos 


API point of view, or Google 
Renderscript more recently if you're 


owadays, ARM is recognised as a where we are today. coming from an Android point of 
strong player in mobile computing, view, 1'5 going to be interesting to 
but how did you get to this point? see how that tokes off. 


Marcus McElroy VVe're known in the 


industry for classleading, energy- 
efficient CPUs, so we have a foot in 
the door, and we have a lot of 





What are the specific benefits we'll 
see in gaming? 
PN Well, there are a number of 


CAREER 
FOCUS 


| After studying 
knowledge about how to build high- things that have typically run on the dass onal 
end processors. We've used the CPU — but you can now utilise the s se eg 
experience we've gained building highly parallel environmen! of the д Of York. Ben 
CPUs and applied that to what are GPU to accelerate that content. James joined ARM five 
now becoming successful GPUs, Physics engines, games engines — nie 
which are being deployed into a they could make full use of an software group on а 
vas! array of devices. extensive GPU parallel computing a arg 
device. Depending on Ihe use case, moved into hardware 
But the market for low-power, significantly higher performance verification, where 
ultra-efficient chips must have can be achieved harnessing the —€— a 
' кате rigorously tested, and 
been obvious since the rise of computational power of the GPU. is now verifying the 
mobile phones in the ‘90s — why MM ve call it ‘visual computing’. еду рон s 
didn't you come up against GPUs are moving from what were because I'm a pedant, 
| tHon? "n x i and that's a skill you 
more competition? m traditionally 2D and 3D graphics ا‎ чын ү 
ММ | think [other companies] did accelerators lo devices that are he says. “You have to 
realise, but the unique thing about extremely powerful for stream be very exacting and 
ARM is th hte hue Е d ree able to badger people 
ARM is the partnership business processing and general-purpose to get things how 
model, So whereas others have been | computation. You can use that they should be." 
focused on what they've historically To clarify, you don’t manufacture power fo accelerate physics, you ДЕСЕЎ 
done well by themselves, we have parts within the company, right? can use it for emerging interface tasks involved? 
taken input from, and worked very ММ Wie do a small amount of technologies such as face and | hnic is testing 
closely with, a wide base of manufacturing — as part of the speech recognition, you can use il the requirements," 
customers — we've produced ideas verification of our hardware and for highrdynamic range processing "— зе Lon 
and come up with solutions to their semiconductor IP designs, we and filtering effects on your camera... anda model which 
problems. It costs a lot of money to produce silicon prototypes. lts law All those things that were traditionally implements the 
develop the sort of stuff we develop, volume, but an extremely important done through the CPU or a dedicated e hy 
and actually, in the current climate, part of our validation process. DSP on the device. Verification is about 
companies are looking more and PN It's highly parallel, its about алма mete 
| : S M model and the final 
more toward outsourcing and What are the new uses emerging performing the same sort of operation design are functionally 
consolidation. ARM is delivering to for your technology? on a number of pixels, so image — it's 8 
our customers not just the ingredients, PN We get different use cases from processing will be a big deal. It'll viser be +» x 
but also the recipe book on how to dillerent customers — our interface be interesting to see how many does happen. —— 
generale really high-performance, wilh Ihem is very much at Ihe companies really start utilising that —— —X 


low-power devices. Our customers 


graphics API level, so we also 


over the next year. We support it © 


see if it still works." 


95 


si@vemads.com 





96 


all, obviously; we have to prepare 
for the next wave of devices. 


Your Mali-T604 will be 
starting to appear in devices this 
year. What can you tell us about it, 
specifically its capabilities? 

MM The key things about the Mali- 
T600 series is its high performance 
and ability to support a wide range 
of graphics and compute APIs. The 
Mali-200 and Mali-400 MP devices 
are traditional 2D//3D graphics 
technologies. The new stuff in the 
Mali-T600 series of GPUs is focused 
on emerging graphics technologies 
such as the next generation of the 
Khronos OpenGL ES API. But we've 
also added computational resources 
and a huge amount of software to 
facilitate customers wanting to use our 
GPUs for general-purpose computing 
through fullorofile OpenCL and 
Renderscript computing, 

PN We're looking at the Windows 
side of things as well — we'll be 
supporting the next wave of DirectX, 
for example. 


Qualcomm claims that its next 
GPU, within Snapdragon 54, is 
comparable to an Xbox 360. Is 

it possible to compare the hardware 
you're designing at ARM with the 
performance of current consoles? 
ММ It's difficult to say, because we 
have such a scoleable architecture; 
we con configure our GPUs from a 
very small number of processing 
elements to a very large number, 
and your perlormance envelope is 
therefore very wide. But, yes, we're 
definitely in the same ballpark, and 
in some configurations beyond what 
you'd see in a console today. 

PN And you're not really comparing 
apples to apples here, We're not 
about raw GPU 3D graphics 
performance; we're all about low- 
power graphics performance — that's 
getting the job done in the leas! 
amount of power. Is a completely 
different paradigm to something like 
an Xbox 360. 


к= at arm 


You have over 2,100 people 
working at ARM now — what sort 
of projects are they involved in? 
ММ On the hardware side, it's a 

real spectrum. At one end, it's 
research and development and 
analysis of nexkgeneration designs, 
which ultimately feeds ideas into 
mainstream engineering. A lot of 
engineers there are working at the 
micro-architecture level, so they're 
taking these high level ideas and 
Ihey're assessing whether they can be 
built into hardware constructs. It they 
can, those designs get committed 
and, once specified and coded, they 


"[nere'ea 
SENSE OF pride 
In Seeing Your 
Ideas Gong 

all Tne way 
thrauan That 
product cnaim 
and cropping 
OUT IN a DEVICE 
Years later” 


are extensively verified by Ben and 
his team lo ensure they're meeting 
the criteria and are functionally 
robust. Ultimately, when the things 
are plugged together they must 
operate at a high performance 

and be seamless from оп integration 
point of view. 


What are the most rewarding 
aspects of the job? 

Ben James It's working with incredibly 
intelligent people, learning every 

day and dealing wilh challenging 
problems that are interesting to solve. 
There's о real sense of achievement 

in fixing a problem that's been 


really awkward to go through. 

MM | think all the engineers get a 
huge amount of pleasure from seeing 
something they've hand crafted and 
worked on for years appearing т a 
device. There's a sense of price in 
seeing your ideas going all the way 
through that product chain and 
dropping out in a device years later. 


It seems that ARM has a very 

thin management layer, perhaps 
because the company was 
established and is still largely 

run by engineers. Is that an 
accurate appraisal? 

BJ We've got quite a smal-company 
elhos. You effectively only have two 
managers: a line manager, who is 
your traditional project manager, and 
then you have a technical lead – 
although they're really working on the 
same level as you most of the time. 
It's not a case of being dictated to; 
there's a lot of freedom in what you 
can do, and there is a lot of respect 
between Ihe engineers. Generally, 
discussions around a specific 
technical leature won't be eschewed 
by someone because they're more 
technical or higher up the command 
chain. Is all very open. 


Is the company generally open 

to ideas that come from junior 
members of the engineering team? 
PN When anybody joins, after 

a certain period of time we'll ask 

for their input and any areas they 
can see for improvement, based 

on what they've done so far. To be 
honest, a huge part of what we 

do is driven by Ihe engineering 
community. lts a highly collaborative 
environment at all levels, 

MM We also allow the engineers 

lo take time out Гот their day jobs. 
It's very easy to get stuck into focusing 
on deadline-driven projects, but we 
have processes in place to allow 
people, as best we can, to take time 
out to innovate. Once a quarter, 

we have these innovation days, 
where the entire engineering 





community downs tools; it's an open 
day, you do what you want, but the 
idea is you use the time to come up 
with novel blue-sky solutions to 
everyday problems that people are 
encountering on projects, or on 
general areas that you think will be 
beneficial tor ARM. Innovation is at 
the heart of what we do, and we try 
hard to foster that, because the 
success of our business is based on it, 


come out of innovation days? 

BJ Well, it's hard to bluesky a new 
processor in a day! It tends to be 
more micrcrarchitectural changes, 
[things like] an optimisation here or 
Ihere. Small ideas like that, which 
build up to a product, rather than: 
'Неге the next Cortex core.’ 

PN And innovation days can be 
about the way that we do things, 
rather than the product itself. 

MM One example | can think of is 
a texture-compression format which 
ARM has just proposed. It's called 
ASTC - adaptive scaleable texture 
compression — and it's precisely what 
il says: a novel texture compression 
format that we've put some fairly 
extensive engineering effort into. 


What are the specific benefits of 
the ASTC format? 

BJ Better compression, higher 
signaHo-noise ratio, lower gate 
count... Is pretty much across the 
field better than other alternatives. 


So if someone were to join the 
media processing division of 


MM They'd be working around 
future methods of improving visual 
computing, which covers the 
traditional graphics APis — OpenGL, 
OpenCL, OpenVG, DirectX – bul, 
as we mentioned, more recently 
it's Я Е for 


torémiads c 





general and at the evolution of 
GPGPU computing. 


company still have a certain 
amount of direct input into the 
engineering process? 

ММ I'm much less hands-on than | 
used to Бе. A day for me is really 
about ensuring that the engineering 
tleom are doing the right thing, that 
the needs of the customers and 
stakeholders have been understood, 


that the plans we have in place to 





deliver а product are robust, and 

that the resources being applied to 
the project are sufficient, IF not, I'll 

be looking at ways to establish 
additional resources through growing 
engineering talent or recruiting new 
people. There's innovation to be 
made in how we run and track 
projects, and we have to get quite 
lowlevel at some points to understand 
an orgument that the team might be 
putting forward that we may need 

to conclude. 

BJ That's another great thing about 
clically all of the managers 
t engineering 


background, so the whole team 
works better as a result. You don't feel 
like you're talking lo a manager, you 
feel like you're talking to a fellow 
engineer who you can discuss 
technical problems with. 


In which areas are you looking to 
recruit new staff at the moment? 
PN Vve have a large software 

tleom spanning ARM's Cambridge, 
Trondheim, Lund and Shanghai 
design centres, We have vacancies 
ranging from graduate level through 
to industry guru level. We need 
embedded software engineers, 
preferably with C programming 
experience and exposure to Khronos 
APIs such as OpenGL ES, OpenVG, 
OpenCL and ЕСІ. We're looking for 
people with experience in embedded 
software driver development, perhaps 
with graphics experience, but that's 
not essential, One area we need 
people is in integration with various 
windowing systems, so EGL from a 
Khronos point of view. But generally 
embedded software developers who 
have а good knowledge of SOCs, 
ММО, who understand how all that 
hangs together, and who understand 
the resource-constrained environmen! 
so they're able to make good 
judgement calls from а software point 
of view, We're recruiting heavily in 
that area at the moment. So, in 
summary, driver development, 
graphic experience and windowing 
system integration experience. 

We also need software 
architects with experience in GPU 
device drivers and Khronos graphics 
APIs engineers with experience in 
content validation, performance 
benchmarking and optimisation of 
graphics SVV stacks and hardware. 


Where are you finding people 

to fill these sorts of positions? 

PN If we can see a way in which 

we can actually take more general 
software development experience 

in the embedded sector, we will 
consider those people. In terms of @ 

















SILICON SCIENCE 


sofware architecture, it's a layered 
architecture and there are areas of 
it that will lend themselves to more 
generic embedded soltware 
developers. We'd consider people 


without graphics experience for those 


roles, so we can tap into other parts 
of the industry — whatever type of 
embedded development. 

We continue to look for the best 
graphics people. People with good 
experience of windowing system 
integration, Android experience, 
DirectX experience — those sorts of 
people are who we're really looking 
for at the moment. 


How about on the hardware side? 
MM Generally, its people from a 
relevant industry background, but it 
doesn't necessarily have lo be 3D 
graphics exclusively — people who 
have a more generic computer 
science CPU/'video processor 

type of background are all the sort 
of applicants we'd consider. 

We're interested in talking to 
people who have hardware design 
or verification experience and are 
motivated by the same things we 
are — producing really cool 
technology. Specifically, we're 
looking lor engineers who are 
experienced in GPU architecture 
and/or micro-architecture, engineers 
who have project experience in 
designing complex hardware using 
a hardware description language 
like Verilog or VHDL, and engineers 
who have project experience in 
verifying complex hardware using 
a hardware verification language 
like SystemVerilog. 

We also take graduates, 
typically people who have studied 
computer architecture, electronic 
engineering, computer systems. But 
equally, there are people in the 
industry — bedroom hackers, people 
who have a passionate interest in 
and understanding of 3D graphics 
technology — who we wouldn't rule 
out if they. want pursue а career 

| @ ортеп. 





Do you take graduates on the 
software side as well? 

PN Yes, and we find that we can 
grow them into what we need as a 
business. A lot of the people we bring 
in stay with ARM for years — our level 
of retention is really good. In terms of 
bringing in people with more generic 
skills, what we're looking for from a 
generic software engineer is the 
maturity of that individual, their 
experience and skills in general 
sofware development, If they tell us 
they pick up new things really quickly, 
great. Is about getting the best 
people. One thing I'd have to say 
about ARM is that the people are 
technically brilliant. It’s all about hiring 


"Ine process 
guys always 
say, Next 
year IT won t 
Work, eut 
researcners 
Keep managing 
та pull some 
Trick our oF 
TNE Dag” 


the best people. IF that means hiring 
the best generic software developer 
who you then have to train up in 
graphics, that's fine. 


|5 there a lot of training, or are 
newcomers usually moved straight 
onto live projects? 

PN Its a litle bit of everything. Like 
any company, we have a standard set 
of training programmes. Other than 
that, there are things that are based 
on your personal development, on 
chats with your manager, on how you 
want to evolve your career. A lot of it 
is on Ihe job, with mentoring and 
coaching from others. 


MM | would say [that they go] in ai 
the deep end! That's how ARM tends 
to work. From day one, people are 
given challenging technical tasks to 
work оп, That might be in conjunction 
with a more senior designer, but we 
expect them to be contributing from 
the beginning. We will support their 
development by gradually opening 
them up to more challenging and 
demanding roles within а project. 

PN Being fung in at the deep end 
isn't a bad thing, You tend to find the 
soris of applicants we attract are those 
who want to work with technically 
brilliant people... | mean, learning is 


a big carrot lor technical engineers! 


And what about progression? 

PN ARM is one of the very few 
companies that has a clear distinction 
between ils management path and 
technical path — and you're not limited 
either way. In a lot of companies, 
you'll get so far on the technical 

side, and will then have to flip to 
management in order to progress. 
That does not happen at ARM. We 
take persona! development very 
seriously here, And there are no limits 
to how quickly you can progress. 

| think this is all fairly unusual, 

BJ It's also worth noting that graduates 
are on an accelerated programme, so 
they're reviewed and assessed twice 
as often as more established 
engineers, because they're expected 
to be ramping up quite quickly — 
they're given a chance to really shine. 
PN And people identified as high 
achievers are marked as such and 
they're closely managed to ensure that 
they get the attention they need. 


Do you think game coders would 
MM Yes, we need developers who 
feel that they could write killer shaders 
to stress test our designs. It would help 
if they knew a bit about — or were 
interested in learning — how GPU data 
paths work. We also want developers 
who feel that they could write stunning 
demos to showcase our technology. 






Poller Lipo 


Obviously, with each iteration of 
ARM's CPUs and GPUs you're 
getting more processing power with 
more efficiency, but will there soon 
come a point at which you can't 
iterate any further along your 
current architectural lines? 

MM Graphics, by its nature, is 
incredibly parallelised, so 
theoretically you could have one 
computation element working on 
one pixel in parallel with thousands 
ol others, but in practice you can’! 
build that = the thermal effects, the 
packaging costs and the software 
complexity are enormous. Sa, yes, 
there is an artificial wall, but that wall 
continually moves. New process 
technologies are rolled out, you can 
push the envelope in terms of energy 
density... At some point, I'm sure 
we'll have to look at alternative 
architectures, and that's what we're 
doing as part of our ongoing R&D; 
we're innovating in other ways of 
doing the same thing at a lower cost 
and with a lower energy footprint. 


But in terms of processing 
are there any plateaus on the 
horizon where the industry may 
have to change its approach to 

CPU and CPU design? 

BJ VVell, the end of Moore's Law is 
always just around the corner. The 
process guys always say, "Next year 
it won't work, so find something 
new,” but researchers keep 
managing to pull some trick out of the 
bag to make it work. But now, if you 
look at the numbers, we're getting to 
gate thicknesses of a few atoms, so 
the point at which it really won't work 
any more isn't too far away, There 
will be a revolution at some point, but 
no one quile knows what it is and 
when it will happen. 


During our previous visit, we saw 
the microcontroller lab, where your 


$ “ ve 








that could be used in all sorts of 
appliances. Do you think we're 
heading towards a future of 
pervasive computing in which just 
about everything has a CPU and 

a Wi-Fi connection? 

BJ | think it will be pervasive, but 
also transparent. Where you can 
have a light switch, you can have 

a microprocessor, so there will be 
one there al some point. II shouldn't 
be in the way, it should silently make 
things work better. That's my vision of 
the future! 





What do you think we can 

expect from the next generation 

of smartphones in terms of 
gaming performance? 

PN It comes down to how they're 
going to use all the grunt we 
provide on our GPUs. Again, | think 
it's worth watching how GPUs are 
going to be used as general-purpose 
computing devices, and how they'll 
take advantage of that extra 
processing power. | think there will 
be new killer user cases that can 
take advantage of all this processing 
power we provide. 15 about 

people understanding the technology 


that's in the device and making 

use of it, because it's no longer just 
a matter of 2D and 3D graphics 
hardware acceleration. 

MM | think you'll see a platform 
that will have functionality allowing 
developers to use GPUs for 
nontraditional workloads, but the 
rate of adoption tor that is anyone's 
guess, We believe that, as we 
provide this infrastructure, companies 
will begin to see the benetits and 
make use of them in everyday 
applications. At the moment, there 
are many ideas about how GP on 
GPUs might be employed, but no 
one is really going down that route 
just yet. Over the course of this year, 
people will start to deploy apps 
based on the capabilities of our 
GPU hardware. 


When we spoke previously, ARM 
was looking beyond portable 

the traditional console space. [5 
that still the case? 

ММ It's а very active area that we're 
keeping a close eye on. 

РМ The technology and architecture 
that we provide doesn't preclude us 
trom being in that space. The 
computational and graphics power 
that we provide would be sufficient. 
I's something we're watching. 


Do you think console design is likely 
to move more into your area, with 
smaller, more portable machines? 
How about tablet-based consoles? 
PN Its interesting to watch = | can 
certainly see the benefits of tablets. 


Let's talk in terms of a time 
frame; Whot do you think the 
engineers here will be working 
on in, say, five years’ time? 
MM | think that we'll see 
shader complexity increasing 
significantly. At the moment, 
[they're] complex, but there are 
certain techniques that people 
want to employ that will take 
that to the next level, № 





TABLET 
TIMES 

The consumer tech 
market trending 
toward tablets hasn't 
gone unnoticed at 
ARM. "They're 
pervasive in the 
market at the moment, 
and that's all down 
to low-power 
computing,” Paul 
Newby notes. "The 
technology wouldn't 
have been possible 
five years ago." 

Importantly, the 
company sees tablets 
becoming part of the 
wider living room 
entertainment space, 
"As computing power 
increases,” says Ben 
James, “we're going 
to see more tablets 
driving larger displays 
— perhaps instead of 
standalone games 
consoles doing the 
same thing. It opens 
up lots of possibilities. 
Fundamentally, if you 
can take your games 
console or computing 
device with you in 
your bag, you can 
plug it in anywhere - 
you don't need a 
standalone PC." 

The 'second screen' 
concept is, of course, 
what's driving 
Nintendo's Wii U 
design. И may also be 
in the design plans for 
Microsoft's next Xbox. 
Indeed, Xbox may well 
point the way for 
another change to 
tablets that ARM 
foresees, "I'm also 
expecting more 
physical interaction 
with the devices," says 
Newby. “So less based 
around finger controls 
and more tracking 
body movements and 
gestures." Marcus 
McElroy picks up 
the theme: "We've 
seen the human 
interface improving 
over the last few 
years with multitouch 
interfaces, but 
interaction through 
devices needs to 
be evolved." 

5o does ARM see 
the possibility of a 
tablet console with a 
built-in Kinect-like 
device? "Anything is 
possible," says James. 


99 


STILL 
PLAYING 


Super Crate Box #5 
Infuriating, impossible and yet irresistible, 
this sadistic little platformer takes systems 
old and new (from the speedy singlescreen 
platforming of the original Donkey Kong to 
the eccentric cartoon look of Super Meat 
Boy) and shoves them in a blender. The 
result is an addictive hight to capture the 
crates and, as is equally important in a 
game idee one hit kills, stay alive 


Kane & Lynch 2: Dog Days 360, PC, P53 

It may not have the tightest cover shooter 
mechanics, but that merely adds to the 
sense of peril as the Chinese underworld 
closes in on videogames’ two craziest 
killers. The visual design makes the 
experience — like Black Rain by way of 
Michael Mann — as you run and yell your 
way through bleak urban battlefields, 


Metal Gear Solid HD Collection 340, 53 
№ hard to believe it's been ten years 
since Metal Gear Solid 2 turned fan 
expectation on its head. It's harder still to 
believe how well it holds up now, both as a 
fusion of still-unrivalled cutscene mastery 
and a meticulous stealth-action game. 
Watching the series evolve across MGS2, 
MGS3 and Peace Walker is fascinating, 
and reveals that although Kojima may 
borrow greedily from pop culture, his 
videogame design remains truly original. 


We test games using 
Sony's LED full-HD 3D 
Bravia display technology. For 
details of the entire range, 
visit www.bit.ly/xgni3d 





REVIEWED 
THIS ISSUE 


102 


106 


110 


114 


116 


118 


120 


122 


123 


124 


124 


124 





REVIEVVS. INIERVIEVVS. PERSPECTIVES. AND SOME NUMBERS 





www. bit. ly/it2QiG 
Up-to-the-minute 
reviews and previews 


Final Fantasy XIII-2 
360, PS3 


Wipeout 2048 
Vita 


Star Wars: The Old Republic 
PC 


Uncharted: Golden Abyss 


Vita 


The Darkness Il 
360, PC, РУЗ 


Kin doms Of Amalur: 


eckoning 
e PC, P53 9 


NeverDead 
360, PS3 


Metal Gear Solid 3D: 
Snake Eater 
305 


Haunt 

360 

Little Deviants 

Vita 

Everybody’s Golf 
Vita 

Reality Fighters 
Vita 





Why Uncharted to go will 
never beat Drake at home 


For the second time now, Sony has built a portable gaming device around 
the promise of console-quality gaming. It’s hard to argue with the results 
on a technical level – you'll never have taken a handheld system on your 
morning commute that’s capable of such astonishing visual sheen before. 
And from a practical perspective, Vita’s twin analogue sticks (along with a 
wealth of more novel control inputs) finally make experiences possible on a 
portable device that until now have been confined to the home. 

But is Uncharted: Golden Abyss (p114) = as solid an entry in the continuing 
adventures of Nathan Drake as it might be — really what you want to be playing 
before the start of a working day? You can forget about 
holding a coffee in your free hand for a start, and must 
instead get to grips with a sophisticated control scheme 
while you're fighting for a seat. And even should you 
accomplish this, Golden Abyss's dedication to the pacing 
and structure of its forebears — long periods of exploration 
and exposition, punctuated by action — make it quite 
unsuited to being played in precious slivers of free time. 

You'll have your own context in which you play Vita 
games, of course, possibly one that's more tractable than 
a jammed train carriage. It would be an indispensable 
companion on long-haul flights, for instance, and obviously 
it works as well on a sofa as any portable device. But if the 
point of handheld gaming is convenience and flexibility, 
then trying to cram an experience designed for consoles 
onto a handheld seems to miss the point. Vita is a formidable 
piece of tech, but shouldn't it be turned in the direction 
of a new breed of portable game, rather than dragging 
experiences built for the home into the harsh light of day? 





10] 








PLAY 


Final Fantasy XIII-2 


inal Fantasy ХПГ Active Time Battle (АТВ) system 
was one expertly crafted change to the formula that 
came alongside some less welcome others. Kev 
among these was that the usual sidequest-packed open- 
world structure had been replaced with a linear journey 
that offered the bare minimum of distractions. The 
reaction to FFXIII from fans and the press was mixed, 
which brings us to FFXIII-2, the sequel that Square Enix 
claims will give players what they wanted from the 
previous game. But while FFXIII-2 is a polished 
production that certainly diverges, unfortunately it's 
also a baffling, boring and swampy thing to play. 

It opens with a stunning cutscene in which 
Lightning — FFXIIT's hero, who's now playing the role of 
warrior goddess — does battle with a cackling evildoer. 
The sequence in its entirety takes about 20 minutes 
to play out, during which you're given limited control 
for brief stretches. This is a sign of things to come: a 
battle that is impossible to lose, a helping of QTEs, and 
some terrifically dull monologues. But FFXIII-2's 
opening is so visually astonishing, featuring a gigantic 
city formed from crvstal, monstrous armies clashing, 
and Lightning's dazzlingly choreographed advance 
through it all, that it's impossible to look away. 

After this prelude, Lightning's off and you're in 
control of her sister, Serah, and accompanied by a time 
traveller called Noel who resembles a Kingdom Hearts 
B-lister. This is your party for the whole game, leading 
to FEXIII-2's first change to the АТВ system: Pokémon. 

The system is once again built around three party 
members, each with certain roles that can be cycled 
through with a ‘Paradigm Shift? With two slots used 
here for Noel and Serah, the third is left open for 
creatures. You acquire new beasts by defeating them, 
and then they can be levelled up, assigned to your party 
(up to three monsters can be in your battle team, 
although only one can fight), or even fed to other 
creatures in order to transfer desirable traits. 

It's simpler than it first appears, but the system is 
let down by the lack of space you have for combinations 
of roles (called ‘paradigms’). Both Noel and Serah can 
learn multiple classes, and alongside your trio of 
monsters (each of which has a single speciality role) 
the number of possibilities is huge, but you're always 
limited to six paradigms in the actual battles. Among 
the manv strengths of the ATB system is its flexibility 
— which having multiple monsters in different roles 
would seem to emphasise — but the feature's never 
given enough breathing space. 

That's arguably a matter of preference, but a much 
wider problem is the game's lack of challenge. FFXIII-2 
is the first game in the series with an adjustable 
difficulty mode — a choice between Normal and Easy — 
but even on Normal this is a very easy game indeed. 
Common enemies are walkovers, and despite often 





102 


Publisher Square Enix 
Developer In-house 
Format 360, P53 
Release Out now 


Many of the 
locations are 
captivating, 
but this is still 
a poky world 
full of invisible 
walls and 


fixed details 





BIND MOGGLING 


А new element in FFXIII-2's 
random battles is the Moogle 
Clock. When enemies spawn, a 
circle appears around Serah and 
begins counting down. During 
this time, you can either whack 
your foes to begin battle with a 
first-move advantage, or try to 
escape from the circle and avoid 
fighting altogether. As you play 
through FFXIII-2, its main use 
becomes clear: skipping as 
many fights as possible, because 
monsters remain at their old 
strength when you revisit earlier 
areas. And you thought it 
couldn't get any easier. 





taking a good deal of punishment, bosses are rarely a 
threat. The time investment required to complete 
FFXIII-2 is huge, but our characters perished a mere 
handful of times. As an experiment, we left Serah and 
company to fend for themselves over the course of 
ten battles, with no player input. With an idle plaver 
character and two AI companions set up to attack and 
heal, our party emerged victorious from everv fight. 

The ATB system is still a fine achievement, and 
most of FFXIII-2's tweaks are smart ones, but there's 
just nothing worth fighting against. Only two bosses 
required retries throughout our entire runthrough. 
Meanwhile, the addition of QTEs, bringing a few 
simplistic flourishes at the end of big battles, does 
little to enhance vour sense of satisfaction. 


Combat isn't the only area of FFXIII-2 where the 
execution lags behind the concept. For instance, the 
game's structure is built around the ‘Historia Crux} a 
level-select screen that allows you to jump between 
unlocked locations and alternate timelines at will. The 
idea of time travelling through FFXIII's universe is a 
great one, but certain areas have had a lot more energy 
spent on them than others. On one occasion we visited 
a new level, a cutscene plaved out, and that was it. 

Many of the locations are entirely captivating, 
however, and FFXIII-23 further demonstrates the talent 
at work within Square Enix's art divisions. In terms of 
construction, however, this is still a poky world full of 
invisible walls and fixed details. The settings may have 
a sense of scope and majesty, but as interactive 
environments they get by with the bare minimum. 

The lack of imagination in FFXIII-2's subquests, 
which are a large part of its bulk, is what really drives 
this home. What do time travellers do? Well, these 
particular examples find lost watches, source old 
computer batteries, shear sheep, and beat up monsters. 
There's the odd detail that's more interesting — 
bringing back messages from the dead, or creating the 
right circumstances to fight something in the future — 
but in general FFXIII-2 offers no more than cookie- 
cutter fetch quests that waste its theme's potential. 

This is a big game, clocking in at about the 40-hour 
mark, but the lack of challenge in combat combined 
with the formulaic missions and frequent cutscenes too 
often make it feel like a sticky trudge. The visual and 
audio design is marvellous at times, offering up the 
kind of setting that vou drink in before taking a single 
step, but the journey is always the same. The apparently 
open structure disguises a simple closed network of 
locked doors and narrow environments, while the ATB 
system is wasted on enemies that would struggle to 
defeat a corpse. Perhaps this is indeed the game Final 
Fantasy nuts thought they wanted, but surely even Я 
they'll be disappointed with the result. 





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ABOVE Beating bigger nasties means building up their ‘Stagger meter with 
attacks in the ravager role, then switching to commando to finish them. For 
bosses, it's also key to debuff them just before the stagger takes effect 





RIGHT The casino is a particular 
disappointment. Only chocobo 
racing and slot machines are 
available, both of which are poor 
distractions, but the real insult is 
the staff who tell you to watch out 
for when they finish construction 
of the other areas. In other words, 
certain games have been left out 
for introduction later via DLC. 

The same issues apply for the 
character Sazh: he apparently exists 
in Final Fantasy XIII-Z's world, but 
in fact this is another DLC lead-in 





EDGE 103 


Press the buttons jnj-onder! 


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= = "LED T x „5. д — а 


zi- 
= 


You can unleash ‘feral link’ attacks from 
beast companions, and the quicker you 
do the QTE, the more powerful they are 





Why is Final Fantasy XII-2's move towards realtime combat so half-baked? 


t certain points during FFXIII-2's 

cutscenes, the word 'Live' appears in 

the upper-left corner. It's a strange 
juxtaposition, and one we're more used to 
seeing on the evening news than in the midst 
of an overwrought JRPG interstitial. But 
Square Enix isn't trying to add a layer of 
reality, it's warning players who have put 
down the pad that their services will soon 
be required. Hey, you — pay attention! 

The ‘Live’ cue means there will soon be 
a QTE, a finishing mechanic more familiar 
from the likes of God Of War or Bayonetta 
than the Final Fantasy series, and in the eyes 
of FFXIII-2's developers this represents a 
move towards realtime combat. Yoshinori 
Kitase, the game's producer, even commented 
to us in E236 that, "We see many players 
moving away trom games that used turn- 
based systems and towards what you might 
term an action- RPG. That's a trend, and you 
ignore things like that at your peril.” This 
remark caused not a little consternation 
among the series' many fans. 

Final Fantasy is one of gaming's global 
brands, a franchise that sells as well in the 
west as it does in the east — for the time 
being. It is used to being top dog. But now 
it's being squeezed from both sides, and the 
standard of competition is higî. Last. year saw 


104 


both Dark Souls and Xenoblade Chronicles 
arrive from Japanese studios, while from the 
west there was Skvrim, and in a few months 
BioWare will round off the Mass Effect trilogy. 
None of those games are alike, but you 
suspect it's Dark Souls and Mass Effect 3 that 
have caused concern at Square Enix HQ. 
Heads have clearly turned among Final 
Fantasy's developers, because there's no other 
reason for FFXIII-2 to incorporate realtime 
elements into the ATB system — one of the 
best turn-based fighting setups ever created 
- nor for producers to drop vague hints about 
a more action-oriented future for the series. 

The problem with toe dipping like this is 
that it doesn't satisfy. The inconsistent 
appearance of QTEs and their ease means 
they're a mild irritation rather than a thrilling 
injection of realtime action, and they sit 
terribly uneasily next to the battle animations 
you see thousands of times in rotation. 

This disjointedness can also be seen 
with the Moogle Clock. Here, enemies spawn 
pre-battle, during which time you can hit 
them with your weapon via a button press. 
It's presented as a realtime action in the 
overworld, but all it does is start the ‘proper’ 
turn-based fight, giving you the first turn. 
Your character is performing a hitting 
anime don, but if you hit enemies, you're 


not actually hitting them. Does that make 
sense? Of course it doesn't — and, as you 
might well imagine, controlling your character 
during the Moogle Clock sequences doesn't 
feel anything like controlling a character in a 
thirdperson combat game. 

Final Fantasy is not a realtime world — not 
when it comes to combat. And that's not a 
problem. What is strange about FFXIIT-2 is 
the attempt to bolt realtime action onto its 
turn-based structure. It feels out of place, and 
that's because it is. RPGs have been blending 
turn-based systems with realtime elements 
for many vears now, but the truly great ones 
build evervthing around this. In FFXIII-2, you 
have a couple of realtime mechanics (and not 
especially ambitious ones) layered on top of a 
structure that wasn't designed for them, and 
that doesn't reallv need them either. 

[t may well be the case that Final Fantasy 
XIV takes the series in a radical new direction. 
Some would say, given recent history, it has 
no choice. It is a great pity, as well as a great 
irony, that Square Enix created the thrilling 
ATB system from its turn-based legacy, but 
has thus far been unable to make a Final 
Fantasy game that deserves it. If the future 
of the series is realtime combat, it's hard to 
escape the feeling that the baby may slide 
out of the frame along with the bath water. 


www.pegi.info 





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Wipeout 2048 


в Sony embraces the future with its new Vita 
handheld, Studio Liverpool rewinds the timeline 
of its poster-child sci-fi racer. Now grounded in 
a more relatable near-future setting, Wipeout 2048 
trades the futurism of, say, Wipeout HD or Fury for an 
earthier tone than fans may expect. As such, many 
tracks have wide lanes and are surrounded by 
contemporary-style architecture, drawing on the 
modern more than the imaginary. 

[t’s a less exciting visual treatment than the series’ 
more typical — and luminous — industrial sci-fi, and 
the blander setting is yoked to some disarmingly easy 
initial stages. At first, it feels as if Studio Liverpool has 
loosened up to make way for casual newcomers to Vita, 
but the difficulty spikes considerably in the second of 
the three seasons, seeing the Al step up and tracks 
become more intimate. As races and challenges go from 
cosy to cutthroat, success requires a hop into the 
options to remove pilot assist along with a toggle into 
the firstperson camera view to secure those extra inches 
of racing line. It sounds serious, and it is — 2048 has 
not abandoned the series’ hardcore sensibilities, but 
simply provided an entry point for a more casual crowd. 
One case in point where well-honed twitch reactions 
are rewarded is the game's ‘skill-cuts) which provide a 
get-out clause for those who have been unfairly 
overwhelmed by a bad hand of pick-ups. These 
shortcuts require razor-sharp timing of sidesteps — 
double-taps of the air brake that strafe your craft left 
or right — and demand dedication to master. 

Indeed, learning 2048's tracks inside and out is 
as crucial as in the best Wipeouts, and Vita's responsive 
thumbsticks are more than capable of handling vour 
delicate (or nervous) twitches, meaning you only have 
vourself to blame for botched barrel rolls. Speed pads 
and power-ups are the cornerstones of many challenges, 
and the restrictions laid out by the designers remix 
tracks to brilliant, nail-biting effect, with a cannon 
and leech-beam race through the Downtown map being 
a particular standout. The focus in 2048, more than any 
other Wipeout besides Fury, is combat. The wider lanes 
enable the team to squeeze more craft and effects 
onscreen, and give you the leeway to bob and weave 
as you rattle off an array of projectiles and mines. 

Sadly, Wipeout 2048 routinely forces you to 
contend with the barrage of detail in each stage. With 
all the grittier textures, it's sometimes difficult to 
make out the track from the world bevond it. For 
once, Vita's screen feels small as you anxiously 
memorise tracks framed by towering architecture and 
populated with elements appropriate to the setting, 
from flocks of birds to confetti and floating balloons. 
Furthermore, with a group of warring racers onscreen, 
the framerate can suffer. It's not game-breaking, and 
it doesn't deter you from pressing on, but it is 





106 


PLAY 


Publisher SCE 

Developer In-house (Studio Liverpool) 
Format Vita 

Release Ош now (Japan), 

February 22 (EU, US) 


The climactic 
campaign duels 
can be ranked 
alongside some 
of the series’ 
adrenaline- 
pumping highs 








noticeable in a series built on speed and against the 
6ofps perfection of Wipeout HD. 

That said, Combat (previously known as Eliminator) 
and Zone modes also make the transition to 2048, and 
while the former in particular falls victim to framerate 
and visibility issues, Zone sees the game at its 
smoothest and most addictive. The later SOL and 
Empire Climb maps closely capture the ambitious, 
intricate layouts of classic Wipeout, and the game's 
climactic campaign duels can be ranked alongside 
some of the series’ adrenaline-pumping high points. 

Of course, a core component of any Wipeout is the 
soundscape, and here, as a Liverpudlian might put it, 
2048 is sound as a pound. From the sonic boom of a 
speed pad to the robotic soundbites that announce 
pick-ups, the audio is as rich and detailed as the 
backdrops. The licensed music tracks have clearly 
been selected to complement the onscreen action, 
too, but it's a shame 2048 doesn't allow for custom 
soundtracks, and the playlist is a little lean. 


A multiplayer campaign, cleverly threaded 
together with an unlock structure that mirrors the 
singleplaver game, adds weight and value to the package. 
It brings a unique slant to Vita’s solid online potential, 
essentially gamifying your experience with friends by 
encouraging you to pursue objectives across randomly 
selected maps to progress. With a raft of unlockables to 
collect, this re-engineering of a campaign game for 
multiple users is one of 2048's key successes. 

Ad Нос play also features randomly assigned modes 
and tracks, offering voting options between sessions, 
but never handing full customisation over to hosts. The 
general lack of matchmaking options throughout is an 
interesting design choice, presumably intended to 
discourage power-hungry hosting, but it may also turn 
out to be a frustration for users looking to get a fix of a 
particular map and mode with friends. But Vita’s Near 
certainly makes game hunting feel much more personal 
than trawling through lobbies, and it's therefore 2048 — 
of all the launch games — that most strongly hints at 
the handheld’s online social potential. 

Overall, then, Wipeout 2048 shines brightest in 
the relative serenity of multiplayer, with four or fewer 
racers on the track. The blinkers on the online segment 
focus the experience further, channelling its thrills into 
unpredictable bite-size moments, and heightening the 
sense of achievement and reward. 

Yes, Wipeout 2048 conjures a less fanciful racing 
grid than we've seen previously, and it's also a less 
immaculate, less finessed racer than the home console 
iterations of the series we've played down the vears. 
Instead, it's an attempt to try something new on the 
newest of platforms. While it may not offer 
something for everyone, when it flies, it soars. 


















LEFT Part of the Wipeout 
experience, alongside precision 
steering and weapon management, 
is looking good. Unlockable skins 
for ships can give you a stylistic 
edge over your opposition. 

BELOW Explosions and effects 
bring their own splashes of colour 
to the often vibrant stages. It's 
good they re beautiful, because 
2048's emphasis on combat means 
you'll be seeing them frequently 


| 3 Да ae IR 
ABOVE Empire Climb and SOL provide the best examples of Vita's polygon- 
pushing power. They also see 2048 at its most vertiginous, with previously 
towering structures becoming mere specks on a distant urban canvas 


EDGE 107 





PLAY 


Post Script 


Interview: the Wipeout 2048 creative team explains how it reimagined the hovercrait racer 


‚ ame directors Graeme Ankers and Stuart 

ma Tilley, along with art director Lee Carus, saw 
w” Wipeout 2048 through from inception to launch 

at SCE Studio Liverpool. They detail the philosophy 

behind bringing a bit of reality back to the brand. 





Why did you choose the more grounded sci-fi 
flavour that pervades Wipeout 2048? 

Graeme Ankers We wanted to do something different. 
HD and Fury had reached a sort of excellence in terms 
of what they could do in terms of design and aesthetic. 
[They were] almost the pinnacle of the sport, too, in 
terms of where Wipeout was and where it was going 
200 years from now. We said, “OK, what would the start 
of the sport be like? Season one, race one.” There’s a 
whole rich area of the Wipeout universe we'd almost 
taken for granted and left it out there as assumed 
knowledge. As we do with a lot of things, we started 
with the visual side. We started with the aesthetic and 
it permeated all the way through. 

Lee went about building this brave new world on top 
of the existing brownstone structures at street level, 
getting a sense of the depravity of the city. So when vou 
get to the top of this world, it's where it'll eventually 
evolve to in HD and Fury. It also had a real [effect] on 
the gameplay; it wasn't just an art direction thing. 

We took the city-based approach to try some new types 
of gameplay, like widening the tracks — that was a big 
call to make early on. The emphasis was more on 
fighting than hitting blind corner after blind corner. 
Then we added the skill-cuts in to allow that kind of 
play: picking lines through the city. 

Lee Carus Because of the approach, we've got a bit of 
both [near and distant sci-fi] in there. We've got the 
classic Wipeout look — sleek, smooth lines and futurism 
— but mixed in with architecture people can relate to. 

I remember when I first pitched the idea to the senior 
art team here. I came in with some rough paint-overs of Lee Carus, art director 
New York, and within a few minutes [of discussion] the 

guys were buying into it in a big way. There's something 

in there for everyone now. Having more recognisable 

architecture will appeal to more people. 




















Did this approach get in the way of the technical 
aspects at all? What is the official framerate? 

Stuart Tilley A rock-steady 30fps. We locked it down 
to 30 to make sure the gameplay wasn't affected. With 
more combat -style racing, more intense racing, you 
tend to have more ships onscreen than previous 
Wipeouts, and a lot closer [together]. There tends to be 
a little more going on. We decided if we could make a 
smooth 3ofps, we knew the game would still be great to 
play and would allow us to [play around more] with the 


108 EDGE 





Graeme Ankers, game director 








art style and effects. It's a trade: we could have tried for 
бо, but then have had to make а cut somewhere else. 

[ think we made the right decision; it feels slick 
throughout, it’s a competent 30. When you're jumping 
in and out is when you notice the framerate. I hope 
people who plav it will see it's still pretty silkv. 


You've experimented with wider tracks before, most 
prominently in Fusion on PS2. What informed that 
decision? Was it a concession to casual players? 

ST We didn't want the player to be bouncing around 
the track for the first few hours trving to master it. We 
wanted it to be straight in — getting wing-to-wing, 
blowing up the bad guys, trying different modes and 
having a really good time the moment they start the 
game. There's still some real challenge there as well, we 
haven't made it a casual game by any stretch of the 
imagination. We've actually got Wipeout's fastest -ever 
speed class, Super Phantom, and it wouldn't have 
worked if the tracks weren't this wide. You've got that 
extreme challenge towards the back end of the game. 


Wipeout has a fixed timeline. How did you tell the 
story of the series through track design? 

LC We still want people to realise that this is a real- 
world location — we have road markings, etc — but we 
wanted a strong delineation when you reached a piece of 
next-generation technology. The tracks are constructed 
around a living world — imagine these events have been 
constructed by engineers, like how when Monaco comes 
to town in Fi; that's how we thought of it. 


Why was multiplayer turned into a campaign? 

GA One of the key philosophies was — and this is the 
first time we've had a campaign multiplayer — was to 
utilise Vita's connected, social potential. Not just one- 
off races online, but to build a full campaign, a full sense 
of a whole world of races going on outside of the 
singleplaver experience. The secondary objectives and 
agendas were a big part of that, and piping that 
information down to the frontend canvas menu so 
you're always in touch with your online players, you've 
always got those races going on. It’s not all about 
winning — it can be about destroying someone's ship. 
The high-level philosophy was to push the challenge 
online, get people going online, fighting it out, and give 
incentives for those secondary objectives to build a 
really rich relationship with the online community. 

ST One of the things we tried to do was get you online 
with objectives that didn’t require you to be a 1,000- 
hour ninja from the get-go. Usually when you go online 
with a game it takes a long time to get into it; here you 
can be completing objectives from the first race. № 


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PLAY 


Star Wars: The Old Republic 


tar Wars: The Old Republic is an MMORPG that 

ь prioritises its RPG side over that MMO prefix. As 

F such, BioWare has produced thousands of pages of 
backstory, and poured an unknowable amount of cash 
into voicing each and every story mission, side quest 
and snippet of incidental dialogue. The result is that 
The Old Republic provides a sense of personal belonging 
unmatched by almost any other MMOG. The galaxy far, 
far away feels welcoming, and it should: it’s a place built 
entirely for vou, the player. That's ‘player; singular; no 
matter what your class is, you're the only hero who 
matters. Where other MMOGs show your existence as 
part of a wider ecosystem, BioWare shields you from it. 

The game's galaxy — frozen some three-and-a-bit- 
thousand vears before the films — is broken up into 
instances, with lifts and doors whisking shut behind 
players as they step into their own bubbles. Making 
vour way from planet to planet involves walking alone 
to your berthed ship, clambering aboard, setting your 
course, climbing out, making vour way through the 
docking bay and then arriving at your destination. Were 
it not for the general chat ticking away in the corner, at 
no point during that journey would you be aware you 
were sharing a server with thousands of other people. 

Yet by making each player the centre of its universe, 
The Old Republic has gained a narrative backbone. Each 
class has its own three-act arc that planet -hops around 
the galaxy. These central'class quests' stand up to light 
scrutiny against other solo RPGs, and they're 12 parsecs 
ahead of most MMOG questlines. The voices behind 
the main classes are equally memorable: the male 
bounty hunter is a man of few, gravelly words; the 
female trooper is efficient and action-oriented. While 
most MMOGs leave characterisation to the player, The 
Old Republic projects its characters outwards at you. 

Scope for defining your character, however, comes 
in shaping their moral code. Here, that code is often 
binary: sometimes vou'll get an ethical conundrum — 
the Jedi outlaw love, for example, making any potential 
trysts vou spot inherently naughty — but you'll usually 
be choosing between good and comically nasty. Your 
choices pay out in dark or light side points, rewarding 
you with access to gear later on. Choose a path of grev 
areas and vou'll be left floundering in the middle. 
Playing that unknown quantity isn't game-destroying — 
vou still get loot — but it's obvious that the morality 
BioWare is peddling is Star Wars’ black-and-white 
version. And while The Old Republic's galaxy has to 
remain mostly static to work as an MMOG, the impact 
of your choices becomes apparent in the game's four- 
person 'flashpoints: In these gatherings, players share 
everything, including conversations, and a random roll 
system means each of you has equal opportunities to 
chime in and redirect the path of a mission, making 
these repeatable quests narratively engaging. 


110 


Publisher EA 
Developer BioWare 
Format PC 

Release Out now 


The galaxy far, 
far away feels 
welcoming, 
and it should: 
it’s а place built 
entirely for you, 
the player 





JEDI MINE TRICK 

The Old Republic's crafting 
system is deceptively simple — 
send your companion off on 
missions that take real time and 
return item rewards — but it 
strokes that part of your cortex 
that likes getting something for 
seemingly nothing. Having 
Khem Val, nightmarish monster 
man, pop back from a six- 
minute jaunt with a new idea 
for a hat is always enjoyable. 
There's a neat complication, 
too: select three skills that tie 
together and you can act as 
one-crew sweatshop, first 
digging for, then refining, 

then turning found materials 
into saleable goodies. 


Conversations invariably lead to combat, which is 
the same stylised skill bar manipulation as seen in the 
majority of The Old Republic's MMOG peers. To genre 
newcomers, the concepts of ability management and 
rotation are quickly off-putting, and the game does 
little to make battles more comprehensible for non- 
natives. Skill trees are riddled with arcane language: 
preexisting concepts such as pushbacks and cooldowns 
are combined with new ways to measure damage and 
delivered without cipher. Experienced MMOG players 
won't find anything to trouble them here, but given the 
game's massmarket appeal and solo-play friendliness, 
a little more transparency would be appreciated. 


Even with a weight of MMOG experience under 
vour belt, some of the foibles of combat can frustrate. 
For healers, targeting correctly can be nightmarish. 
Some attacks suffer from a muted animation, too, 
making their effects difficult to discern in the midst of 
battle. The inquisitor's Affliction talent, for instance, 
starts as a tiny ball of shadowy grey smoke, and coats 
the target in a hard-to-spot miasma. But most talents 
are loud, brash, and easy to spot — an inquisitor 
specialising in lightning attacks, say, launches great 
arcing bolts of flickering energy at enemies. 

The game's classes are surprisingly distinct, too. 
The eight on offer have been split into analogous 
pairings across the two factions, but specialisation is 
encouraged from level ten. Thus the imperial agent can 
become either a sniper or an operative build, each with 
an obvious purpose: long-range damage for the sniper, 
healing for the operative. What's more, the three skill 
trees mean vou're free to make a backstabbing operative 
with access to emergency medical supplies, or a sniper 
who can control an army of tiny robots while hiding 
behind a bin. It's a setup that means almost all group 
makeups are viable for joint quests. 

And playing as a group is the best way to see the 
game, enabling vou to dip in and out of the bespoke 
cutscenes your class choice wouldn't otherwise get to 
watch. Conversely, hit the grind treadmill too hard — 
you're looking at upwards of five solid days of playtime 
to hit the level cap of so — and The Old Republic's charm 
is lost, the stories spun out by voiceovers dissipating 
against the orders to kill another 25 somethings. 

BioWare hasn't cast itself as a guerrilla movement 
trying to subvert the MMOG with The Old Republic. 
Instead it's been the Empire, working to produce a slick, 
gigantic experience that, in the time of free-to-play, 
feels polished enough to demand monthly fees. How 
long this empire — vast and imposing, but archaic in 
structure — will last in the face of newer MMOGs and 
their rebellious payment models isn't easy to discern. 
This isn't the first of a new order of MMORPG, 
but it may well be the last of the old. | | 


RIGHT Space missions are available 
as soon as you get your ship, and 
play at sub-5tar Fox level. They re 
not particularly engaging, but pick 
up the relevant daily quests from 
your ship's nav computer and they 
pay out in fat chunks of experience. 
BELOW Most of the time, The 

Old Republic isn't as pretty as its 
singleplayer peers. But if you take a 
moment during questing to tilt the 
camera upwards, you'll often be 
rewarded with an impressive vista 


ABOVE Some races are split by faction — the blind, force-strong Miraluka 
are reserved for the Republic, while the russet-coloured pureblood Sith are 
confined to the Empire — and some are also limited to a particular class 


Conversations work like they do in Mass Effect, giving you a wheel of responses to choose from. Mouse over the options to see an icon indicating whether a choice is a dark or light action e 





The Old Republic has a glitz 
rarely seen in fresh MMORPGs, 
but it's founded on mechanics 
that were set down years ago 























or those unversed in the conventions 
us of the MMOG genre, The Old Republic 

presents a high barrier to entry that's 
entirely at odds with its IP's broad appeal. 
Characters skate along the surface of an 
immutable game world. Dead enemies have 
replacements phased in to prowl the same 
streets their immediate predecessors failed to 
protect. Crippling myopia afflicts all: NPCs 
onlv raise a blaster in anger if you step within 
half-hearted spitting radius of them. And 
pushed up against its offline action peers, The 
Old Republic in full flow looks stilted and 
artificial. While the former reward button 
jabs with immediate and kinetic actions, The 
Old Republic's attacks sit along a hotbar, are 
activated with number key presses, and are 
usually subject to some kind of cooldown. 
BioWare's game, for all its newness, is still 
bound by MMOG conventions. 

It's claimed genetic traits sometimes skip 
a generation, but not so for MMOGs, whose 
designers have seemingly agreed to freeze 
their development around the concepts 
thrown up by pen-and-paper roleplaying 
games. The holy trinity of player classes — 
healer, pain-absorbing ‘tank’ and damage- 
dealing ‘DPS’ — are utterly integral to the 
«genre, They appear again іп The Old Republic, 

varying subtly in possible approach. For | 





112 


The light and dark sides of relying on MMOG convention 


instance, tanking classes now use ranged 
attacks over melee ones, but this simply 
means standing a bit farther away. 

This kind of ancestor worship perpetuates 
design decisions that may alienate novice 
MMOG players. The most obvious of these 
is in player vs player (PvP) combat. Huttball — 
a murderous version of rugby — is obtuse, 
arcane, and over-deep. The winning team has 
to hustle a ball over their opposition’s goal 
line, the first to six winning the bout. But 
whoever's carrying the ball is the immediate 
focal point of ten other characters — from 16 
different advanced classes, each with access to 
three skill trees — all hurling attacks, slows, 
control moves, buffs, debuffs and heals. 

The ancient tropes are also found in 
solitary or small-group pursuits. The quest 
design underpinning The Old Republic's 
thicklv layered storv is largely uncomplicated, 
often asking you to kill 15 wotsits, pick up five 
thingies, and bring them back to Sergeant 
whatshisface. This familiar feeling can even 
be compounded by the spikes of excitement 
delivered during the moments of high drama 
in the game's story-centric sections. Where 
World Of Warcraft undersold its quests with a 
block of easily skipped text, The Old Republic's 
voice-acted characters outpouring grandiose 
words about the gl 





ie glorious journey you're about 





to head on in order to kill ten space rats can 
sometimes expose the grind in a harsher light. 
The things BioWare has bolted onto the 
MMOG template add little mechanically, too: 
class quests are regular quests with much 
better presentation, and space missions are 
shooting gallery distractions at best. 

And they won't last forever. At level 
50, the new story content dries up (to be 
augmented later, we presume). Cut loose from 
fresh narrative elements, players are left with 
only the old MMOG mechanics to rely on for 
enjoyment. But even after all these years, this 
bedrock of familiar quests and class systems 
is enough to hold your attention. The 
rhythms of killing, looting and levelling still 
exert a vice-like grip on the human brain, and 
fatigue with the formula fades into memory 
when your character is surrounded by the 
cheerful holographic ding of a new level 
earned. Would you keep playing without this 
positive reinforcement? And would you keep 
playing together without those established 
class roles? MMOGs haven't changed partly 
because they've become so successful at 
tapping into the lizard brains of players, and 
to switch approach now could be commercial 
suicide. The Old Republic's major innovation — 
story — is a classy varnish, but chipped away 
it reveals a solid substance underneath. № 






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Uncharted: Golden Abyss 





| big screen. His adventures beg for the IMAX 
treatment just to wring every possible drop of drama 
from each collapsing staircase, exploding vehicle and 
vertiginous leap. So can the Uncharted franchise survive 
the untheatrical confines of a handheld, or is Drake’s 
appeal rooted in dramatic scripting backed up by 
formidable technical power and expertise? 

The truth is, when held up against its PS3 peers, 
Uncharted: Golden Abyss can’t help seeming a bit 
straight-to-DVD. The epic, rolling set-pieces of Among 
Thieves and Drake’s Deception won’t be found here; there 
are no death-defying train rides or capsizing cargo 
ships, and certainly no moments spent free-falling 
from the back of a plane. Things do fall apart in Golden 
Abyss, but they do so one piece at a time — the scale is 
smaller and the environments are more static. 

That doesn’t make them any less visually arresting, 
and there are plenty of locations that will have vou 
scrutinising your Vita's display with all the awed 
wonder of Drake examining a priceless archaeological 
find. Golden Abyss’s Central American jaunt takes in 
the usual array of temples at sunset and ruins at dawn, 
with plenty of long-forgotten underground caverns 
connecting the two. Sony Bend shies away from 
attempting the urban environments of Naughty Dog’s 
most recent games, however, and offers nothing you 
haven't seen before in their place. But it's a marvel to 
hold all this beauty in your hands nonetheless. 

The cast isn't quite as convincing as its bigger- 
screen counterpart — faces seem less animated, 
movements slightly more stiff — although the detail on 
Drake's dirt-flecked cheeks has made it across intact. 
The story these characters tell is less gripping, too, 
lacking a strong sense of direction from the off. The 
problem is compounded by a weak villain who lacks 
either the bone-evil threat of Lazarevic in Among 
Thieves or the mystery of Marlowe in Drake's Deception. 
And while the historical puzzle that Drake and new 
girl Marisa Chase attempt to unravel is genuinely 
intriguing, it's also convoluted enough that you'll find 
vourself subjected to a little too much exposition along 
the way. Nolan North remains dependably charming as 
the voice of Drake, however, and there are enough twists 
and turns to see you through to the game's conclusion. 

But even if Golden Abyss suffers in comparison to 
the astonishingly high production standards of the PS3 
titles, it holds up on its own as an action game. It's a 
pity to discover that Naughty Dog's two sequels' worth 
of refinements to the core combat mechanics haven't 
made it across — forget riot shields, gas canisters and 
tossing back grenades here — but Golden Abyss does 
make use of Vita's motion and touch controls to 
define a combat style of its own. 


114 


Release Out now (Japan), 
February 27 (EU, US) 


Golden Abyss 
makes use of 
Vita's motion 
and touch 
controls to 
define a combat 
style of its own 





ore than most heroes in gaming, twinkly eved Publisher SCE The combination of analogue and gyroscopic 
matinee idol Nathan Drake was made for the ا‎ ENE ио) aiming feels near-perfect, offering a subtle touch of 


finely granulated control that should persuade even the 
most long-standing motion-control sceptic of its uses. 
Vita’s analogue sticks are reliable, sure, but for a quick 
headshot it’s often easier to slightly tilt the unit than 
risk nudging the reticule a centimetre too far. With 
default controls, lining up a sniper scope on your target 
relies entirely on the gyroscope (with touchscreen or 
touchpad swipes adjusting zoom), and quickly becomes 
second nature. Grenades, meanwhile, can be dragged 
and dropped exactly where they’re needed, while 
directional prompts add an unpredictable QTE 

element to hand-to-hand combat. 


Slightly less successful are Golden Abyss’s 
navigation controls. Tracing the route you want Drake 
to take when scaling ruins works reliably, but has the 
effect of making the experience seem semi-automated. 
That said, more of those directional prompts mean that 
moments when handholds crumble to dust rise beyond 
just a scripted thrill — the player has to join Drake in 
making a sudden grab for purchase. 

If the touchscreen implementation stopped there, 
Golden Abyss would perfectly showcase what Vita's 
new control methods can bring to traditional games. 
Unfortunately, it also repeats a handful of chore-like 
touchscreen puzzles. Making charcoal rubbings 
certainly adds a hint of practical archaeology to 
Uncharted's gung-ho treasure hunting, but it's just 
wiping your finger across the screen. And cleaning the 
dirt off discovered artefacts would simply be more of 
the same were it not for the fact vou have to awkwardly 
rotate the object with the rear touchpad at the same 
time. But at least these tasks can be performed with the 
minimum of engagement — a repeated jigsaw puzzle 
(Drake seems to stumble upon a great many torn-up 
documents in this adventure) manages to be that 
painful combination of both unexciting and mildly 
taxing. More traditional puzzles work better, but there's 
still nothing like Drake's Deception's room of shadows. 

Take away the set-pieces, take away the scale, take 
away the regular writers and most of the supporting 
cast, and what's left? Well, there's Drake, who still has 
more charm in his trigger finger than the majority of 
games' thick-necked leads in their entire bruising 
frames. There's also the beauty of Uncharted's exotic 
locales, which act as a great showcase for Vita's 
astonishing display. And even if Golden Abyss starred a 
power-armoured space marine fighting his way across 
the cardboard-box planet, it would still be a robust 
thirdperson shooter, the likes of which we've simply 
never seen on a handheld. The core Uncharted 
experience is still here, in other words. It's 
stripped a little bare, but it's just about enough. 





137 wer 


1011118 


ABOVE Some characters just look 
right when lugging a minigun 
around. Master Chief is one, Marcus 
Fenix is another. Drake is not one 
of them. № doesn't stop the gun 
producing results, however 


LEFT Touchscreen-based combat 
works when integrated into an 
average qunfight, but a couple 
of QTE-heavy boss encounters 
take the concept a little too far 


я 


Ken. wS 


=" 


2 


- d 


Je Yum ilr aw 


NC T 


RIGHT It's slightly easier to pick out climbable surfaces than in the Р53 
instalments — they're painted brighter colours, and inconsistently sport 
an eye-catching gleam effect that reminds us of Ninja Theory's Enslaved 








PLAY 


The Darkness II 


t first, The Darkness II feels more like a stylistic 
reboot than a straight sequel. With development 
duties passed from Starbreeze to Dark Sector 
studio Digital Extremes, the first order of business has 
been to replace the original's grimy aesthetic with a 
cel-shaded look more faithful to its comic-book source 
material. Faces are better animated, their features more 
pronounced, and everything's outlined in thick strokes 
of ink; you'd be forgiven for feeling that if you're 
playing a sequel to anvthing, it's Ubisoft's XIIT. It's à 
striking change, but just the first and most obvious 
way in which The Darkness II differs from its forebear. 

It's been nearly five years since the original, and 
shooters have changed a great deal in the interim. Call 
Of Duty's dominance cannot be ignored, and hasn't 
been: its control scheme and much of its weaponry are 
invoked here, as is its multiplayer mode's barrage of 
onscreen text after kills. Activision's shooter has also 
lowered the bar for campaign length, and Digital 
Extremes has duly served up an eight-hour singleplayer 
carrving barely an ounce of fat. But the biggest change 
is that this is an action game through and through. 

[n the original, protagonist Jackie Estacado's 
demonic shoulder-mounted tentacles were sometimes 
used for stealth, to foresee danger and to deal with it 
from a distance. Now they're instruments of death and 
death alone. A tap of the right bumper produces a quick, 
horizontal slash, two of which will do for most enemies. 
The left tentacle can be used to grab and throw objects; 
pick up weapons, ammo, and trinkets; and destroy 
doors. This initially basic moveset can be expanded over 
time through a skill tree that's accessed from mid-level 
shrines, with new abilities purchased using the 'dark 
essence' acquired from kills. The more creative the kill, 
the more essence awarded. It's similar to Bulletstorm, 
but a far simpler version of that system, with no combo 
meter and no penalty for repeating the same tricks. 

Eventually, Estacado can channel The Darkness to 
greatly increase bullet damage, and deploy a demonic 
swarm to disorient enemies. But it doesn't end there: 
grab a stunned enemy and tap one of the face buttons 
to drain health, steal ammo, or conjure a shield or black 
hole from the Darkness. Moments such as these add 
variety, require quick thinking (foes keep shooting as 
they dangle in front of you), and provide a respite from 
the chaos as a canned animation of the tentacles doing 
their visceral work plays out, with Estacado immune 
from damage until all the squelching is over. 

In terms of the fiction behind all this bloodshed, 
Estacado has managed to keep his unholy powers at bay 
during the two years since the first game's events, but 
soon reawakens them following the appearance of the 
Brotherhood — a shadowy organisation that was the 
original keeper of the Darkness an `1 
Estacado’s spent the intervening ре 









116 


Vic EN 


Publisher 2К Games 

Developer Digital Extremes 
Format 360 (version tested), P53, PC 
Release Out now 


It’s genuinely 
discomfiting as 
you try to parse 
reality from 
flashbacks from 
hallucinations 
conjured by 

the Darkness 





MADE MEN 

The game's multiplayer offering 
is Vendettas mode, a standalone 
campaign that's playable in 
ca-op or even offline on your 
own. A series of shootouts and 
boss fights linked by cutscenes, 
the narrative runs in parallel to 
that of the main game, with a 
welcome focus on the manic 
Powell. Players are cast as one 
of four characters, each with 
their own powers, but none 
comes close to Estacado's 
demonic limbs. This means 

an increased focus on basic 
gunplay, which dilutes the 
appeal, and the mode quickly 
becomes stale, given there's 





{ fane, hu eath the gruesome veneer lies a 
S ce Veit or not — genuine tenderness. 


loss of his childhood sweetheart, Jenny, who was 
murdered in the previous game before his eves. 

She may be dead, but Estacado's inability to let go 
means Jenny reappears in hallucinatory flashbacks. 
Returning comic-book writer Paul Jenkins pens an 
intricate tale that flits between reality, the Jenny 
flashbacks and repeated visits to a mental hospital, 
where Estacado's a patient and his mob underlings take 
on the roles of doctors, orderlies and fellow inmates, 
with Jenny cast as a nurse. It's a genuinely discomfiting 
experience as you try to parse reality from flashbacks 
from Darkness-conjured hallucinations. The one 
constant is Johnny Powell, who's equally manic in real 
life as he is in the mental hospital, all bulging eves and 
flailing arms and conspiracy theories. He's the maddest 
man in the game, but also the most in the know. In the 
few quiet moments, smart, sporadic use of licensed 
music lends real-world credence to the ultraviolent, 
supernatural fantasy that pervades elsewhere. 


It's fortunate that the storytelling’s smart, 
because everything else about The Darkness IT is 
earnestly dumb. While Estacado and the Darkness 

are pleasures to control, there's little strategy to the 
combat: you use assault rifles or SMGs from range, and 
shotguns or tentacles up close, with only the presence 
of power-sapping light forcing a change of tack. The 
latter requires a degree of forward planning in shooting 
out streetlights, destroying generators and, later on, 
smart reactions to avoid the Darkness-savvy 
Brotherhood's torches, flashbangs and vehicles with 
full-beam headlights. Enemies get tougher — whip 
wielders can disarm you from range, others can teleport 
up close or behind you — but there’s little to stop you 
ploughing through the game using proven tactics. 

It's also cringeworthy at times thanks to your 
Darkling accomplice, a demon with the skin of a cat on 
his head and a Union Jack across his chest, presumably 
to confirm his intended nationality despite his 
Antipodean tone. He urinates on fallen enemies, utters 
an endless stream of mockney filth, and calls you 
‘monkey’ You can kill him, but he keeps coming back. 

Yet there’s an awful lot to like. Weedy SMGs aside, 
the gunplay is rock solid, and your evolving Darkness 
powers encourage experimentation, elevating what 
would otherwise be a rote shooter. And while the 
screenshots suggest a hyper-violent fantasy take on the 
well-worn Mafia tale, The Darkness II is a love story at 
its core, Estacado doesn’t seek mob dominance, the 
death of the Brotherhood, or victory over the Darkness: 
his every act is motivated by the loss of the love of his 
life, and his desire to see her rest in peace, so that he 
can find it too. It's derivative, gratuitous and needlessly 





ABOVE Much has been made of quad-wielding, but sticking to one firearm 
is more effective, freeing up the left trigger and allowing you to aim down 
the sights. Dual-wielders do get the benefit of generous aim assist, though 


ABOVE You'll spend a lot of time 
gazing at hapless goons dangling 
in front of you while you decide 
which of the four executions is of 
greater benefit to you. The canned 
animations that follow quickly 
become repetitive, however. 

LEFT This would be a much poorer 
game without Jenny, and Paul 
Jenkins has done a fine job of 
making her relevant. A fairground 
flashback, and a touching moment 
after the credits, come close to 
matching the romantic high of the 
original's touching sofa scene 











uch has been said about Kingdoms Of Amalur’s 
| 10,000-year backstory, concocted by fantasy 
author RA Salvatore to act as a springboard 





for 38 Studios’ future projects. The result of all his 
efforts is that the world of Amalur comes steeped in 
lore, with NPCs spouting out a wiki's worth of info for 
even the most innocuous ‘kill x rats’ task. It’s certainly 
as comprehensive as any virtual historv in recent 
memory, and yet arrives in a game intent on cutting 
through the RPG fat, presenting a more accessible take 
on the open-world RPG. How do you present an 
unforgiving fiction in a forgiving world? 

What arrives on shop shelves is an epic RPG with 
a user-friendly pick-up-and-play ethos. This most 
obviously manifests itself in the responsive player 
character. If you've hacked and slashed a bloody path 
through God Of War, you won’t need any introduction 
to Reckoning’s combination of button mashing, evasive 
dodges and timed parries. That each weapon is limited 
to one button prevents complexity but welcomes 
experimentation — equip a new weapon and you're only 
a few prods away from mastering it. Combat isn’t deep, 
but it is wide, thanks to multiple weapon classes and 
the mountains of loot within them. 

That your barbarian/rogue/wizard wouldn't feel out 
of place in a straight thirdperson action game is а real 
achievement, especially following Skyrim’s weightless 
avatars. The game it most closely resembles is Fable П — 
Lionhead’s own attempt to tame the excesses of the 
RPG. But in the light of this, Fable IT lacked combat 
conviction; Reckoning is tougher and it hits harder. 
Amalur's varied bestiary provides a blend of short- and 
long-range combat rhythms, and some suitably visceral 
feedback — the slow-motion clang of sword on shield, 
the gruesome hiss of arterial spray — that lends the 
game a full-blooded energy. 


Of course, lowering the barriers to entry can 
also negate the gratification felt from the obstacles you 
overcome. Ranged combat, for example, employs an 
auto-aim that removes all the skill from the player. So 
while bows and projectile-spewing staves work well 
enough as secondary support to a stabbing implement, 
they are deeply unsatisfying in themselves. It doesn't 
help that target switching is mapped to the right 
analogue stick, which is nigh-on impossible to reach 
in tandem with the face buttons. In a way, Reckoning 
reverses Skyrim’s dilemma: where the firstperson 
perspective struggles to mesh well with hand-to-hand 
duels, it is the true home of projectiles. 

Reckoning never quite balances accessibility with 
the depth expected from an RPG either. Systems are 
present and correct — smithing, alchemy, sagecrafting 
(think: Elder Scrolls’ soul gems) — but are streamlined 
into neat little asides. There are too few collectible 


118 


Publisher ЕА 

Developer 38 5tudios/Big Huge Games 
Format 360 (tested), PC, P53 

Release Qut now 


Part of the 
appeal of an 
RPG is losing 


yourself, which 


is impossible if 
the entire game 
is a deliberately 
beaten track 





Kingdoms Of Amalur: Reckoning 


components to sell these crafts as organic parts of the 
Amalurian ecosystem. Where Skyrim’s alchemists have 
to root around in the countryside in search of mystic 
barks, their counterparts in Amalur need only walk up 
to shiny pick-ups dotting the world. This is roleplaving 
for a thunderously dull imagination. 

Worse, this streamlining and simplifying is felt in 
the very geographv of the place. Like Fable's Albion, 
Amalur is a colossal landmass that's been divided into 
manageable chunks. With its connecting corridors and 
invisible walls, there's an artificiality to the world that 
simply can't compete with the organic sprawl of 
locations such as Tamriel. At the same time, the self- 
contained structure allows the game's artists to conjure 
a visual mix that would jar in one cohesive whole. 
Moving from murky bog to verdant forest palaces to 
lurid red desert captures a sense of adventurous scale, 
which is more important than pure acreage. 

Amalur's problem, like so many ideas in Reckoning, 
is its refusal to ask too much of the plaver. Clarity 
should be championed — in interface, control and item 
management — but not to the extent that the world is 
laid bare. Part of the appeal of RPGs is losing yourself in 
a virtual place, which is impossible if the entire game is 
a deliberately beaten track. For these reasons, Amalur is 
a very easy world to drop in and out of — if only Skyrim 
were so willing to share us with our real lives — but it is 
never a place where we can truly put down roots. And 
all this is a shame, since Salvatore's encyclopaedic 
creation is something worth investing in. 

Ultimately, it is the fiction most poorly served by 
the game. Could mechanical immediacy ever be a 
natural fit for an RPG of this size? Combat is mastered 
in an hour, but is tasked with holding the player's 
attention for upwards of 5o. So Reckoning's appeal soon 
wanes, if only due to aching ligaments. And pushing 
combat to the fore is a disservice to the storvtelling. 
Bevond a flimsy stealth attack, our hero's vocabulary 
consists of ‘hack’ and ‘slash’ limiting the anecdotes he 
can tell. Slathering on lore and backstory gives killing 
a fun context, but no amount of preamble can freshen 
up another identikit dungeon with a texture reskin. 

Tellingly, the game is as its best when questing 
serves the lore. Visiting the gnome capital, for example, 
shifts the focus to political intrigue as you serve the 
machinations of small schemers with big ambitions. 
An even better strand has heroes enacting famous elfin 
stories, ensuring their history replays as written. As 
each tale is completed vou assume the character's 
identity, slowly ascending the ranks of elvish rovalty. 
At its heart, Reckoning is an interesting tale about 
disrupting cyclical fate — ironic, considering the game's 
largely repetitive nature — and when the story gets to 
shine, 38 Studios and Big Huge Games' friendlier 6 
design presents a welcome change of pace. == | 


® skip 








ABOVE Combat takes a leaf out of Fable Ifs book by mapping each of the 
disciplines to an individual button. Special abilities, such as a charged 
sword thrust or a barrage of arrows, require a held button press to charge 





LEFT The major downside of 
Amalur's extensive lore is the 
humourless performances used to 
deliver it. NPCs stand rigidly before 
you, spouting out fact after fact in 
one of ten or so faux-British voices. 
BELOW "Fate shifting' finishers add 
a satisfyingly cinematic farewell 
moment to combat. Each enemy 
type gets their own takedown, 
ranging from axes in the belly to 
head-crushing hammer blows 








fter the thirdperson cover shooter revolution — 
_ which left roadie runs and crouching behind 

walls reigning supreme — it's both refreshing 
and jarring to dive into NeverDead's world of old- 
fashioned open-air mayhem. The running and gunning 





might be scrappy and anachronistic, but it's a game 
brimming with oddball ideas, and moving too fast to 
care about its rough edges. Designed by Metal Gear 
Acid and Konami veteran Shinta Nojiri at UK-based 
developer Rebellion, it largely ignores contemporary 
genre norms in favour of its unique conceit: the main 
character, gruff demon hunter Bryce, can't die. He can, 
however, be torn limb from limb by his hellish foes. 

This byproduct of immortality is central to combat. 
Lose an arm and you can keep firing with the other as 
the stray limb goes zipping around the room. Better vet, 
intentionally throw an arm away and watch enemies 
chase it like dogs after a bone. If you want your missing 
limbs back, dive-roll into them and they'll handily 
reattach to Bryce’s body, ready to be used once more. 
Puzzles are few and far between, but they usually 
require you to pop Bryce’s head off and roll it into 
hard-to-reach areas (vou can also regenerate Bryce's 
body when a meter fills back up). These are just a few 
examples of NeverDead's lively experimentation around 
a potentially macabre theme. It’s a game that revels in 
quirky, silly thrills, an antidote for those now jaded by 
the onslaught of sci-fi epics that take themselves — 
and their mythologies — a little bit too seriously. 

If the joys of everlasting life seem like they would 
soon pall, however, Rebellion is aware of the need to 
add a level of threat that stops NeverDead from simply 
being a shooter with a constantly enabled God mode. So 
if Bryce gets his head swallowed up by the Grandbaby 
enemy type, it’s game over; and you'll also be banished 
back to the last checkpoint if your sidekick/minder 
Arcadia dies. The Grandbabies — little white giggling 
balls of rolling evil — are at your heels every step of the 
way, adding more urgency as you scramble to fit Bryce 
back together again. And if vou do find yourself gulped 
down by one of these Kirby-esque foes, you'll be given 
one last shot at life via a brief QTE. 

The XP vou earn and collect along the way can be 
used to purchase new abilities at any time, although 
you're given a limited number of slots to populate with 
skills that, for example, can turn limbs into grenades or 
initiate a state of slow motion when you're about to be 
hit. The slot limit is intended to add a laver of strategic 
thinking to all the shooting and diving, but simply 
forces you to manically shuffle abilities around to suit 
the situation. Abilities such as aim lock for targeting 
airborne enemies are vital, and when combined with the 
drip feed of weapons (all capable of being dual-wielded), 
add depth to what is otherwise a shallow game loop. 
Progression is all about clearing areas of demonic 





PLAY 


NeverDead 


Publisher Konami 
Developer Rebellion 
Format 360, РУЗ 
Release Qut now 


Lose an arm 
and you can 
keep firing with 
the other as 

the stray limb 
zips around 
the room 


> your head « few too many times along the way. 


nasties before eventually taking on one of the game's 
colourful, extravagant bosses. Unusual as some of the 
monsters are (the fluorescent ‘Hippo’ is a recurring 
highlight), there's a distinct sense that Nojiri has bitten 
off more than the game engine can chew, resulting in 
framerate lurches and the AI bungling around, chasing 
its own tail. Bugs are a frequent nuisance, too, with 
some dodgv collision detection that can partly be 
attributed to the sheer amount of onscreen activity. The 
action includes not just foes, but environments that can 
be blown to bits by your attacks, sending walls, pillars 
and all sorts of detailed debris crumbling onto enemies. 
It's often all too much to take in, and the AI's tendencv 
to smash up the place (intentionally or not) can lead to 
some frustratingly chaotic battles. 


Then there's the closing act. While it ups the ante 
in scale as you battle through a city in ruins towards 
an über-demon's lair, it stumbles in its balancing. 
Suddenly, NeverDead shifts from casual shooter to 
unforgiving taskmaster, asking you to juggle an assault 
of all enemy types, a rush of bosses, and, not least of 
all, the trick of trving to keep Brvce in one piece. 
Despite its flaws, NeverDead keeps vour attention 
as the bizarre plot flits between flashbacks to Bryce's 
origin and his present-day job as a demon hunter. The 
origin strand of NeverDead’s story is more affecting and 
well-plotted than you'd expect from a game with such a 
schlocky vibe, too. The flashbacks to Bryce's early, pre- 
immortality vears reveal a clean-cut hero on a mission 
to vanquish the evil demon king Astaroth. Having offed 
Bryce’s partner, Astaroth forces our hero to wallow in 
mourning for eternity, hence his inability to welcome 
death with open arms. It sounds trite, but it resonates 
strongly as vou witness present-day Bryce, all snark and 
sneer, contrasted with his former valiant, hopeful self. 
The otherworldly invaders plaguing the city 
inevitably tie the past and present narratives together 
and there's a healthy amount of comedy in the script 
that's sadly let down by low-brow sexism (reinforced 
by a cutscene camera with a penchant for cleavage 
and low-angle shots of women's behinds). The overall 
tone is somewhere between 2000AD (Rebellion nods to 
Judge Dredd through in-game magazines and posters) 
and Mike Mignola's Hellboy. Though it never quite 
reaches the quality — in script or style — of either, 
Nojiri has introduced a grizzled protagonist who 
stands out regardless of familiar subject matter. 
NeverDead may have issues, then, but it should be 
commended for innovating in a genre muddied by 
wannabes without the confidence to experiment with 
the shooter's ever-cloned DNA. In the end, NeverDead's 
heart is in the right place: committed to entertaining 
you, no matter the cost — even if it means losing 





" ча 


Bryce and his minder, Arcadia (left), become tangled up in a demonic plot to kidnap pop star Nikki Summerfield (centre). The starlet's squeamishness is exploited for laughs at every possible turn 


ABOVE The designers occasionally 


throw in a delightful-looking vista, 


but the bulk of the game takes 
place in dark and dreary city 
interiors. Still, from a mental 
asylum to a police station and, 
eventually, the big bad demon's 
lair, there's variety to NeverDead's 
take on the world. Though there 
are missteps, such as a blackout 
in the sewers, the game has a 
cohesive look, falling between 
Gothic fantasy and reality. 
RIGHT Once you've been 
munched on by one of the 
colourful, enthusiastic monsters, 
it's time to scramble back to 
safety and attempt to reattach 
those limbs. Rolling around the 
area while legless and firing off 
rounds is a deranged and often 
unsettling activity that's unlike 
anything you've played before 


ABOVE The young, clean-cut and intentionally heroic Bryce is a tall measure 
of a man. That's especially apparent when contrasted with the haggard, 
scarred, cynical and rather sexist Bryce of his five-millennia-old later self 





= 





he conventional wisdom is that only games 

designed from the ground up for new hardware 

make the best use of it. But Kojima Productions’ 
handheld record is not conventional, and Metal Gear 
Solid 3D: Snake Eater is a surprise: apart from 
Nintendo’s own Super Mario 3D Land, no other game 
does as much with the console’s headline feature. 

Among the Metal Gear series, Snake Eater was the 
perfect choice: the environments could have been built 
for stereoscopic visuals. Its jungle is composed of large 
blades of grass, and dotted with trees, rocks and hills. 
Interiors are either claustrophobia-inducing corridors 
or cavernous hangars zigzagged with walkways, and are 
always filled with crates, furniture and guards, which 
serve to break up the game's even surfaces. 

You'll spend a lot of time in the grass in MGS3D, 
peering out at patrolling guards and inching Snake 
forward on his belly. There will alwavs be multiple 
blades in your field of vision, and the depth of each 
small grouping is distinct, creating a convincing effect 
with real texture to it. Many 3DS games have visuals 
that feel gimmicky and pop out, but here they 
reinvigorate a familiar world. Playing in 2D, even 
to give your eyes a quick rest, feels like a waste. 

The absolute pinnacle of MG53D's use of 3D comes when aiming a 


gun in firstperson view while lying in the grass. The illusion of depth 
here is so layered that it beats almost everything else on 305 to date 


> 
= 


"T 


122 


Metal Gear Solid 3D: 


Publisher Konami 

Developer Kojima Productions 
Format 305 

Release February 21 (US), 
March 8 (JP UK) 





JEDY EAD ADES 
HUNGRY FOR MORE? 


It's a pity MGS3D doesn't offer 


more 3DS-specific features. The 
gyroscopic controls are used for 


balancing, while there's also 
the neat option to customise 
Snake's camouflage via the 
console's cameras. Most 
disappointing is the omission 
of P52's multiplayer mode, 


which would surely have grven 


it some online legs. In terms 
of content, MG53D isn't the 
definitive version of a classic — 
that's Subsistence = but по 
other version looks like this. 


— 
* 





Snake Eater 


The list goes on — judging enemy distance, or the 
terrific effects during a late chase sequence — but 
suffice it to say MGS3D is a must-have if you want to 
show off the 3DS hardware. The game itself is no slouch 
either, although after Subsistence, a director's cut 
released on PS2 with bags of extras, this feels a little 
light when viewed as a package (see ‘Hungry for more?’). 

MGS; is Kojima's finest hour. It's a focused but 
constantly inventive adventure, and the boss battles in 
particular showcase an imagination vou just don't get in 
other games. Not one plays out like any of the others, 
and they're all magnificent here — barring perhaps The 
Fury, which retains its drop in framerate. 

The game also offers a brilliant change in stealth. 
The natural camouflage of the jungle is a big departure 
from earlier games’ boxier labs, enabling Snake to hide 
within touching distance of foes before striking. It's 
kept fresh with layouts that never repeat, always asking 
something new from sneaky minded players. Plus, it 
gives raging bulls the Close Quarters Combat system, 
and everything from AK47s to silenced sniper rifles. 

Packed with detail, both in terms of its 
environments and mechanics, this is a game that pays 
back investment in spades. MGS3 is a modern classic — 
the tightest, smartest and most emotional journey 
in the series — and even its HD update doesn't 
look as good as this portable treatment. | | 





bout year into Kinect's life, there seem to 
be two main ways tor development teams to 





approach things. The first is to take Microsoft 
at its word about the peripheral, delivering complex 
games that hinge on one-to-one motion-tracking, while 
quietly hoping the technology can keep up. The second 
— and much cannier — tactic is to pay attention to the 
unspoken rules: to appreciate that Kinect still struggles 
to work quickly and accurately, and to then carefully 
ensure that it never really has to. 

This is the path Haunt follows, taming its design, 
reining in any obvious ambitions and offering a gentle 
family-friendly ghost tour powered by basic gesture 
controls. Take out the ducking and lunging, and it’s a 
bare-bones adventure game: the narrative threads its 
way past locked doors and broken machinery, while the 
spooky mansion you're exploring is essentially a lavish 
3D hypertext document. You may jog on the spot to 
inch through its rattling hallways, but Haunt is at its 
best when you're using your flashlight as a mouse 
pointer and clicking between objects, each one requiring 
gentle interaction before it gives up its secrets. 

It's a design that prioritises basic reliability. Gesture 
recognition is loose and forgiving, and it makes no 
Some of the ghosts you'll face in Haunt's rickety corridors require a well- 


timed scream in order to deal them any damage. Most, however, will 
succumb to the odd jab and a couple of blasts from your flashlight 





PLAY 


Haunt 


Publisher Microsoft 

Developer NanaOn-5ha, Zoe Mode 
Format 360 

Release Qut now 





FIGHTIMG SPIRIT 

During fights, Haunt always 
does its best to keep things 
moving along, throwing in 
punches, dropkicks and 
projectile tennis alongside 
phantoms that require you to 
either cover your eyes or your 
ears, or ta fire off coils of 
magical paint. The design team 
has even clogged the mansion’s 
halls with clouds of gas, flocks 
of bats and the odd skull- 
mounted laser to dive past 

It's never entirely convincing, 
however, and the game can 
often feel busy and muddled 
rather than genuinely intricate. 


attempt to suggest Kinect's genuinely interpreting 
every movement. Instead, each manoeuvre feels like 

the empty-handed equivalent of pushing a button — 
albeit a button that tends to idle a little before it 
triggers anything. When it comes to puzzles, this works 
quite well, with animations and aural cues making it 
fairly clear whether or not your 360 understands what 
you're trying to do. In combat situations, though, the 
lag removes almost all of the drama, turning each ghost 
encounter into a graceless stumble from one input to 
the next. While Haunt is rarely frustrating, it's been 
robbed of anv kind of internal rhythm. 

Luckily, NanaOn-Sha's latest also comes with a 
smart script and a mischievous central performance 
from adventure gaming's fairy godfather, Tim Schafer. 
Cast as Haunt's spectre-in-chief, he's a charmingly 
untrustworthy companion, and his steady chatter of 
encouragement does much to prod you through the 
game when the interactions have become a slog, and 
the miles of identical corridor start to blur together. 

Schafer brings a touch of warmth to a game that's 
otherwise defined by cold pragmatism — an adventure 
too rigorously shaped by the limitations of the device 
it's built for. Haunt’s failings aren't hard to understand, 
but that doesn't make them any easier to ignore. 
In order to ensure Kinect's good behaviour, it 
must forever keep you at arm's length. 





123 





Little Deviants 


Publisher SCE 
Developer Bigbig 
Format Vila 
Release Qut now (Japan), February 22 (EU, US) 
P ity the little deviants, because they 

| appear to have been focus-grouped 
into oblivion, all traces of character and 
charm smoothed off until what’s left is 
a maniacally grinning blob that looks 
eerily like the decapitated head of one 
of Rayman’s raving rabbids. Still, at least 
Bigbig's creations make appropriate 
mascots for their parent collection of 
minigames, which lacks legs. 

Every one of Vita’s litany of control 
inputs gets a game of its own, but it's the 
gyroscope that comes off best overall, 
allowing for responsive, precise handling 
in minigames that involve steering your 
deviants as they hurtle towards targets 
and around obstacles. And while the rear 
touchpad is equally reliable, the games 
showcasing it are not. One requires you 
to deform the landscape by pressing it 
from behind, but an isometric camera 
angle makes precise control difficult. 
Another asks you to pinch, pull and fling 
deviants around a wrestling arena — a 
request that occasionally showcases the 
difficulty of trying to approach the rear 
touchpad from the sides of the unit. 

There isn’t an awful game on show, 
but most are throwaway, and having to 
unlock each new example by getting a 
bronze rating in the previous challenge 
feels like unnecessary work. But Little 
Deviants’ real problem is simple: it’s not 
moreish, and its challenges fail to reveal 
the kinds of nuance on the second and 
third tries that will have you refining 
strategies and aiming to better scores. 
Without that incentive to return, 5 
you're unlikely to. 





PLAY 


Everybody's Golf 


Publisher SCE 
Developer Clap Hanz 
Format Vita 
Release Out now (Japan), February 22 (EU, US) 

" hose expecting a convincing display 

| of Vita's unique features from 
Everybody's Golf will be disappointed. 
The rear touchpad can be used to 
pinpoint the distance of objects on the 
map, swipes on the screen rustle like 
wind through the trees, and you can take 
a firstperson wander around the course, 
panning the camera as you go. That's 
your lot, and all are as pointless as they 
sound. Happilv, the core mechanics are 
as digital as ever, the three-press control 
system being both precise and rewarding. 

Offline, the principal time sink is 
Challenge Mode, a series of nine- and 
18-hole games with point rewards for 
beating unseen CPU opponents. Points 
can be spent on costumes, new ball and 
club types, concept art, music and 
unlockable characters. There's little 
incentive to play as the latter, though, 
since completing challenges levels up 
Lovalty, adding to your stock of power 
shots, which give vou an extra ten yards 
on the stroke of your choice. As such, 
you'll question the value in picking a 
new character who can drive a farther 15 
vards off the tee, because it feels like a 
retrograde step from the one you've been 
using since you first loaded up the game. 
Unadventurous Everybody's Golf 

may be, but it's wonderfully executed, 
and its presence at Vita's launch is 
welcome. With their endlessly smiling 
characters, cheery J-tunes and bright 
skies, Everybody's Golf titles are the 
best Nintendo-esque games a Sony 
console has ever seen, and this 


latest iteration is no exception. ЕЯ 





Reality Fighters 


Publisher SCE 

Developer Novarama 

Format Vita 

Release February 22 (EU), February 23 (Japan), March 13 (U5) 
| ovarama, maker of Invizimals, 

| continues to spearhead SCE's 
augmented-reality charge, and to deliver 
games with stale personalities. It's 
fortunate, then, that Reality Fighters 
encourages you to add your own flavour 
to this 2D fighter with 3D character 





vour voice to a model may be a simple 
gimmick, but doling out punishment to a 
recognisable friend has a quirky charm. 

As with Invizimals, an AR detection 
card can help set up fights wherever vou 
are, but there's also the added bonus of 
being able to simply point the camera 
and watch as fighters are laid down 
automatically. It can be inconsistent, 
with combatants appearing in unlikely 
places, but it's mostly functional and 
an encouraging demonstration of the 
technology, with fights licking along 
smoothly. The irony is that Novarama's 
AR innovation is also the game's biggest 
flaw: as the camera jiggles around, it can 
seriously interfere with the solid (if 
derivative) combat. The developer has 
borrowed its core fighting from the best, 
namely Capcom's 2D beat 'em ups, but it 
lacks the aesthetic appeal to elevate it 
from robustly enjoyable to dazzling. 

As a proof of concept, Reality Fighters 
is convincing, but it’s sub-par as a 
high-priced fighting game, trailing the 
competition and offering novelty in place 
of substance. Augmented reality on Vita 
has been proven as a viable tool, so now 
it just needs to be applied to a more 
suitable genre than the 2D fighter n 
to truly exploit its potential. 








124 








learn / network / inspire 
52012 


www.BDCONF.cow 





SAN FRANCISCO, CA 
MARCH 5-8, 2012 
EXPO DATES: MARCH 7-9 





i 
UBM 





StoreMa 


create 


Lifting the lid on the art, science, 
and business of making games 





gs com 









Ө 


This issue's People, Places, Things gets straight to the point (and click) on 
0128, with Broken Sword legend Charles Cecil & talking about the li. 
soldier who almost curtailed his ambitions, and the adventures that followed, ERAT MEUM 
including those he's in the process of making. While brooding over his tale, 
we stumble upon the Gothic labyrinth that is Dracula's Castle on p130 


É and chart the evolution of this ever-changing abomination unto man. 





Another aspect of gaming that's seen multiple manifestations is the save point 
ж ‚ a short history of which you'll find recorded on p132. Then for our 
Studio Profile Se on p134, we talk to Arkedo about pulling things back 


from the brink of oblivion at the last moment. On the topic of commercial 





on 9138 for a 





concerns, we join Ninja Theory in The Making Of... 
retrospective retread of the paths it forged when crafting the wellreviewed 
Enslaved: Odyssey To The West, and discuss how it fell off the map when 
it came to sales. Concluding this issue's Create are our regular columnists, 
with designer Tadhg Kelly © (0142) proposing that games aren't all- 
conquering, but a valuable part of the transmedia future, and LucasArts’ 
Clint Hocking ۶ 
gaming's portals. Then Tiger Styles Randy Smith 





[pl44] opening the door to a discussion about 





| 19147 | considers 
what it takes to satisfy а more mature breed of A" while writer 


James leach @ (0148) opens up his heart and shares on the subject 





of caring, and what kind of touches can make gamers invest emotionally. 


126 EDGE 


Crafting believable 
characters is one thing to 
strive for, but how vital 
is it? On p138 we talk 

to Ninja Theory about 
why a movie-like level 

of investment in story 
didn't equal blockbuster 
sales for Enslaved 





PEOPLE, PLACES, THINGS 





CHARLES CECIL 


Adventure game genius, national treasure, international man of mystery 


“The story, the location 
and the puzzles need to 
be interwoven at every 
stage, says Cecil. “Come 
up with the story first - 
then work out how the 
narrative can be moulded 
to work as а дате” 





is EDGE 


Storemags 


f hen Charles Cecil wos 18 

_ months old, a Congolese soldier 
pointed а gun at his head and, 
for а few terrible seconds, looked 
certain to pull the trigger. A year before, his father 
had taken a job in the newly independent 
Republic of Congo overseeing the local office 

of a multinational company. Back then, it looked 
like the beginning of an exciting new life, but 
revolution was brewing and white expatriates 
were beginning to bear the brunt of anti-European 
fervour, Cecil, throwing stones from his backyard 
one morning, had cought the soldier on the leg 
as he passed. If it hadn't been for the frantic 
remonstrations of the family’s gardener, he may 
have paid with his life. 

Cecil's heavily pregnant mother Hed the 
country with her son — а gruelling journey 
involving river boats and tiny mail planes, which 
last year was recounted in her fascinating memoir, 
Drums On The Night Air. Alter recuperating in 
Britain, the family moved to Nigeria for a while, 
before settling back in the UK. All 
this before Cecil was ten. 

It's unsurprising then, that, 
on becoming a game designer, 
he would choose to create 
adventures. In the famed Broken 
Sword series, hero George 
Stobbart travels the world getting 
into desperate scrapes with exotic 
enemies and enigmatic secret 
societies. Surely this must have come from Cecil's 
formative experiences in Africa? He laughs when 
we put forward the theory. “It would be lovely to 
think that wouldn't 12° he says. “But yes, l'm sure 
some of that time affected me, and may well have 
given me that love of telling adventure stories. 

“One of the most vivid memories | have 
is of going to Paris in the late ‘60s, when | was 
seven or eight,” he recalls. “We stayed with my 
uncle, а Portuguese communist who'd fought 
against Franco in the Spanish Civil War and was 
such a romantic hero. And what was lovely were 
the smells of Paris, the Gitanes [cigarettes] and 
the way people walked differently. One of the 
important things about writing engaging games 
is to avoid cliché — draw on the poignancy of real 
experiences. The reason Paris figures so heavily 
in the Broken Sword games is because of those 
days, staying with my uncle and listening to his 
astonishing stories.” 

lt was in the early '805 that Cecil first 
discovered technology. WVhile attending Bedoles 
School in Hampshire, he took an interest in 





“An important 
thing about writing 
engaging games 
is to avoid cliché 

— draw on real 
experiences” 


mechanical engineering and later spent а year 
working for Ford on an industrial sponsorship. 
There he met Richard Turner, а fellow geek who 
had just disassembled the ROM of the ZX8 | and 
written а book about it. Turner also owned а 
TRS-80 and, having played all of Scott Adams’ 
text-based adventure games on it, set up his own 
software label, Artic Computing, to begin coding 
similar titles for Sinclair's range of computers. 
Cecil agreed to help, writing textonly titles like 
Inca Curse, Ship Of Doom and Espionage Island. 
After Artic, Cecil spent two years as a 
development manager at US Gold and then at 
Activision, before getting into creating adventure 
games again. This time, he set up Revolution 
Software with three partners, Топу Warriner, Dave 
Sykes and Noirin Carmody. The first game was 
Ihe ingenious Lure Of The Temptress, an Arthurian 
adventure, following a peasant boy named 
Diermot as he sets out to rid his kingdom of an evil 
sorceress. The game used a mechanic that Cecil 
refered to as ‘virtual theatre’, in which NPCs 
were able to freely wander the 
whole world, communicating with 
each other and interacting with 
objects, rather than taking up the 
usual static positions. | had 
something else central to the 
success of Revolution’s titles: wit. 


The company’s next iile, 
Beneath A Steel Sky, took a new 
direction. While working at Activision, Cecil had 
contacted comic-book artist Dave Gibbons about 
licensing Watchmen as a video game. The two 
stayed in touch and when Revolution was set up, 
Gibbons and Cecil started discussing game 
concepts. "He got involved very early and brought 
his own ideas," says Cecil. "Не hand-drew the 
backgrounds, then they were painted and 
scanned in. He was hugely influential." The result 
was a darker, cyberpunktheme romp with Kafka: 
esque undertones, but again, an everyman hero 
and a clever sense of humour kept the tone light. 
From then, it's really all been about Broken 
Sword, the adventure series that explored ideas of 
lemplar conspiracies years before the Dan Brown 
novels [it was inspired by the Umberto Eco novel 
Foucault's Pendulum]. There have been four 
instalments, as well as director's cut editions for 
Wii, DS and smartphones, and the popularity is 
still there — the iPhone editions of Broken Sword | 
and /! have seen over five million downloads. 
Cecil puts the success down to a sel of simple 
structural archetypes he's always followed. 


URL www. revolufion.co.uk 

Inca Curse, Ship 
OF Doom, Espionage Island, lure Of The 
lemptress, Beneath A Steal Sky, Broken Sword, 
Broken Sword Il: The Smoking Mirror, In Cold 
Blood, Gold and Glory: The Road To El 
Dorado, Broken Sword: The Sleeping Dragon, 
Broken Sword: The Angel Of Death 
Current project ТВС 





"The story, the location and the puzzles need 
io be interwoven together at every stage,” he 
says. “You come up with the story first, of course 
- the locations, the characters — but then you work 
out how the narrative can be moulded at the very 
highest level to work in terms of a game." 

It looks as though this will be a busy year for 
Revolution, which remains а four-person company, 
with a network of freelancers — a very madern 
setup. Although Cecil won't confirm it, the 
company is believed to be working on a new 
Broken Sword lor iOS and maybe PSN and XBLA. 
"We're totally embracing HD technology," he 
says. "In terms of gameploy it's innovation rather 
than revolution. A lot of gamers felt the original 
bits in Broken Sword: Directors Cut were quite 
old-fashioned and preferred the new sections, 
but we don't want lo alienate our original fans. 
We want the games to feel contemporary, lively, 
bul they will be unabashedly 2D. And our new 
game is looking absolutely fantastic." 

And it's not the only project he has in mind. 
"Dave Gibbons and | keep talking abou! writing 
another adventure together and we have a design 
that's quite well advanced," he reveals. “It's a 
sciencefiction adventure, bul very much drawing 
on the idea of interactive comic books and how 
gameplay can be moulded towards a more 
dynamic visual style. We keep starting il and then 
something else overtakes us. We'll do it... one 
day... soon..." 

Awarded an OBE last year, and having spent 
time helping to craft the BBC's Dr Who Adventure 
tiles, Cecil has also become more than another 
veteran British game designer — something akin 
to a national treasure. Gaming owes a lot to a 
gardener іп leopoldville, Congo, who in the early 
'60s confronted a soldier to protect a litle boy 
and the vast adventure that lay ahead of him. I 


129 


CREATE 
PEOPLE, PLACES, THINGS 


OCES 


DRACULA’S CASTLE 


Konami's evolving quest to create the ultimate Gothic fortress 





Castlevania 5 associated 


with 12th-century Gothic 
architecture, but the LOS 
team was equally inspired 
by earlier European work, 
especially from France and 
Spain in the 11th century 





here's a classic moment in Bram Stoker's 
Dracula where a solicitor named Jonathan 
Harker climbs down from a carriage in the 
Carpathian Mountains and beholds “a vast 
ruined castle, from whose tall black windows 
came no ray of light, and whose broken 
botlements showed с jagged line against the 
sky". This portentous arrival should give a familiar 
chill to fans of Konami's Castlevania games, since 
they often deposit the player belore a daunting 
gate, beyond which sinister spires rise up against 
the moon. The franchise permits itself generous 


liberties with its source material, filling it with perky 


young anime characters and Universal Horror 
monsters, but the castle's foreboding sentience is 
a constant, even as protagonists, terrains and 
gameplay mechanics vary around it. 

While the heroic Belmont clan and its proxies 
have traversed a variety of fortresses during their 
quarter-century of adventuring, these structures 
have all been unified in their expression of a 
castle's qualities. The game's fiction even suggests 





such permutations of Dracula's Castle are driven 
by its supernatural aura, and so they are all in 
fact the same spookily morphing fortress. 

At first, the concept was mostly a cosmetic 
one. A Саѕћеуопіа castle contained hearthelding 
candelabras and breakable walls, blood-red 
curtains and elegant chandeliers, libraries and 
clock towers - all manner of Gothic window 
dressing for crisscrossing webs of corridors, stairs, 
and platforms. But as the series evolved into the 
more open action/ RPG template, this visual theme 
took on a metaphysical dimension. 


Beginning with Symphony Of The Night 
a castle was much more than just candles and 
stones. || was a vast maze that embodied an 
esoteric view of the individual's journey through 
consciousness. While many would tread the main 
paths, only a few adepts would ascend to the 
highest tiers of completion percentage. And, as 

in the novel House Of leaves, a castle was 
somehow bigger on the inside than the outside. 
Intestinally wending passageways rendered small 
rooms immense, and hidden realms lurked beyond 





the visible edges ot the map, tugging the remote 
limits towards infinity. A castle was a microcosm 
the world in a box. By Portrait OF Ruin, this 


П 
f 
li 
| 


abstraction was entrenched enough that players 
could visit deserts and towns without feeling as 
though they had escaped the castle's walls. 

Ihe concept, however, developed on a Но 
plane, and this has thwarted most galleifilg!ssdo.. 
modernise Castlevania with 3D game dla; ine 


Por vet в 





From Castlevania series 
Developer Konami 
Origin Japon 

Debut 1984 





One Castlevania hallmark is inch-by-inch map revelation, which XBLA's Harmony Of Dissonance did away with by letting the 
player pull back the camera and see the whole map. Dracula's Castle seems less mysterious when it looks like Elevator Action 


introduction of the Z axis usually upsets the 
delicate systems balanced along the X and Y. But 
with 20105 Lords Of Shadow, MercurySteam 
figured out how to make a modern God Of War 
style action game really feel like Castlevania. The 
company did it by learning from both positive and 
negative examples of the franchise's history, with 
a keen eye Юг the most essential icons and 
mechanics from the 2D classics. 
“The knowledge that the past 
3D Castlevania titles hadn't 
worked wos always present, 
says Konami's Dave Cox, the 
producer of Lords Of Shadow. 
"One reason we were selected to 
produce the game was that we 
had recognisably ‘Castlevania’ 
elements working in our 3D 
engine, and we were able to 





demonstrate an aesthetic design that captured the 
atmosphere the series was famous for, What is 
interesting is that we were able to look at specific 
levels, like the gardens from the N64 title, and 
creale a slage that mimicked them, but took it to 
a whole new level by using the technology we 
had to play with. It did, however, make us мегу 
conscious thot every camera, every stage, had 

to be absolutely perfect in order to avoid 
unfavourable comparisons.” 

Lords Of Shadow blends Gothic and 1 Tih 
century European architecture into a fantasy world 
evocative of the films of Guillermo Del Toro. The 
vggechyi skas, snow wo s'assandıusiuswamps 


i at уо i bêle, lear ano dime tough on the 


There are many 
secrets to exhume 
and multiple paths 
in each level. All 
inexorably lead to 
the ultimate castle 


way fo the ultimate castle were inspired by 
landscape images from Spain and France. “In 
studying the classics," says Cox, “we quickly 
realised we could create a world rather than just 
a castle, because even in ће ВЫ! landscapes 
there were mountains, forests, and lakes. But there 
are а lot of nods to the series in terms of level 
design — the clock tower, for instance — and we 
would have been mad to ignore them." 

At the same time. the team 
jettisoned more cartoonish aspects 
that wouldn't have translated well 
into а more realistic setting. "The 
hearts had to go," says Cox, “but 
the general layout and candlelii 
element reinforced lords Of 
Shadows link to the pasi and 
added to its overall Gothic look.” 

More importantly, Cox's team 
found ways to integrate the backtracking that 
defines the series. The game is split into levels via 
а map screen, which seems blasphemous at first 
But the necessity of revisiting prior levels with new 
abilities remains, so that the player's progress is 
not linear but circular — a widening gyre. There 
are many secrets to exhume from nooks and 
crannies, and multiple paths in each level. All 
inexorably lead to the ultimate castle, which has 
much more gravity than the game's bête noire, 
Dracula. “The castle was viewed as a specific 
character in many respects," says Cox. "That 
was one of the reasons we wanted the player 
to take some time to get there, so it felt like 
meeting an important person within the story. № 


13] 


132 





PEOPLE PACES THINGS 


SAVE POINTS 


Why an immersion-breaking necessity can also be a crucial piece of design 


ee ses. 


МН, ЖАН. ЯНК МАЙК. ШШК АНН. ARR SI €) 


"rr (tt 


E 


eerie cube?” 


L o : * Ф > x E o > 


i Fs 1 


^ ^s 
| 


= f. سے‎ a CALI 
ÉL LL — ШЕЕ 


Resident Evil's limited-use 
typewriters are rare 

examples of save $60326 71% 
that are fully integrated? Interview 
into a game's тесте videos 


ave points are easy to resent. They are, 
-after all, harbingers of ingame admin. 
Whereas books can be picked up where 
you left off with minimal fuss, and films 
and TV shows can be consumed in a sitting, save 
points demand that the working-day language of 
dota storage intrudes upon your relaxation time. 
You don't ‘play’ a save point: it's a practicality, a 
momentary disruption of a games flow to ensure 
that time isn't wasted and progress is retained. 

At least that's true for many save points, but 
some are harder to separate from the fabric of 
their hast games. Save point frequency can make 
the difference between а hard game and an easy 
one, and it can be responsible for momentary 
difficulty spikes in otherwise straightforward 
games, too. Push deep into uncharted parts of 
Metroid Prime with Samus's missile supply near 
empty and her health running low, and the 
euphoric relief of stumbling into an energy and 
ammo-testoring save station can be overwhelming. 

Of course, Samus isn't saving, bul performing 
an act of data backup, or some other in-universe 
excuse for her actions. Nothing can puncture 
carefully honed fiction and remind you that you're 
playing a game like a save point, so they rarely 
appear without the fig leaf of a contextual 
explanation to hide their true role. 

And fittingly, considering they're gaming's 
bookmarks, that explanation will often involve 
writing. A day in Harvest Moon 
isn't complete — or, for that matter, 
permanent — until recorded in your 
characters diary; save in Final 
Fantasy IX, and the moogle that 
you're talking to will whip out a 
giant, leather-bound tome and 
quill pen. It may not be a direct 
analogue for the action you're 
really performing, but the motif 
works. Ink drying on paper communicates a 
shift from the ephemeral to the enduring. 

lt was also the metaphor behind Resident Evil's 
typewriters. These clacking antiques — themselves 
а neat capturing of the Spencer Mansion's eerie 
outoHime quality = are a set of save points 
audaciously integrated into the game's survival 
themes. Early Resident Evil was about hoarding 
supplies — herbs, ammo and weapons — but, most 
daring of all, it also required players to hoard 
saves in the form of ink ribbons, one of which 
was used up every lime they saved their game. 

Ribbons weren't especially rare, but they didn't 
have to be. Their very presence undercut players' 
confidence in the wisdom of saving, while letting 





Nothing can 
puncture crafted 
fiction and remind 
you that you're 
playing a game 
like a save point 


them do so almost whenever they wished. It was 
a perfect solution to the problem of players 
recording every minor piece of progress and 
reloading their game when a panicky trigger 
finger saw them fire their last shotgun rounds into 
а wall. In any other context, the system would be 
unfair, But this was survival horror, and Capcom 
understood that while it couldn't directly threaten 
players’ lives, it could torment them with the 
possibility of wasting time. 

As the series has become more 
actionfocused, the need for such о 
system has lessened. Resident Evil 
4 offered typewriters with infinite 
ink, whereas 5 didn't feature them 
at all. But Resident Evil wasn't the 
last time zombies would inspire an 
inventive save system in a Capcom 
game. Dead Rising might have 
been a more relaxed brand of survival horror, but 
it was still its save points that provided a faint 
background hint of constant threat. What better 
representation of savings role as an inconvenient 
necessity could there be than Frank West needing 
to visit the bathroom to record his progress? It 
might lack the symbolism of paper and ink, but it 
certainly makes more sense as an urgent detour 
than Chris Redfield's repeated desire to jot things 
down. Ne More Heroes would take the joke 
further by letting you watch Travis Touchdown 
drop his trousers while you saved the game, but it 
was the mechanics behind Dead is o save 


system thal made it stands | 
slot, and а story syst „io sei 





inm 


Dead Risings tollet: based saves are раша а around its Willamette mall setting. Getting to them is the т-а рагї 





windows open and close regardless of whether 
you were in position to activate them, Dead Rising 
managed to be less stringent than Resident Evil's 
rationed ribbons while retaining the potential for 
players to scupper their progress. Only this time it 
wasn't game time they were in danger of losing, 
but the ability to advance their game. 


Save points are archaic. The generation that 
grew up with them can no longer afford to have 
software dictate the form of its free time. What 
quicksaves started, autosaves and checkpoints 
finished. Games that can't be picked up from 
where you left off are the exception now, not the 
rule. But the spectre of the save point still haunts 
even those games that have managed to turn 
autosaving into a rod with which to beat players' 
backs. Barely an action goes by in Dark Souls 
without an autosave committing it to memory; yet 
far from lessening the tension, the seriousness of 
permanence underscores every mistake ingame. 
But, as Dark Souls players will attest, there's 
nothing quite as special as stumbling across a 
complire for the first time. These glowing beacons 
aren't save points in the traditional sense, but they 
are their descendants, functioning as health 
restorers, restart points, and level-up stations. 
Dark Souls’ save system ensures you can't forget 
your failures, but stumbling across one of these 
lodestars in the dark enables you to cement your 
victories. In an era when the save point feels 
Ki old-fashioned, it's a powerful reminder 
| ap agesi andachievemen! 
7 O offer. № 





133 


CREATE 
INSIDER 


STUDIO PROFILE 


Arkedo Studio 


Six years ago, a French studio set out to make 
‘bright yellow games’. Here's how it's done so far 











































O Pixel the cat is the 
eponymous star of Arkedo's 
third Xbox Live Indie Game, 
Pixel!, a scrolling platformer 
with a luminous art style. 

© Jump! invokes Indiana 
Jones with a devious time- 
attack platformer filled with 
bombs and deadly crabs. 

© Arkedo's art, such as that 
in Big Bang Mini, channels a 
mixture of cute fantasy and 
retro detailing — the same 
kind of blend you often see 

in the vinyl toy market. 

© Nervous Brickdown is a 
Breakout refresh with character. 
© Swap! does the impossible, 
providing block games with 

a sense of character without 
sacrificing readability. 

© Art from Arkedo's current 
title, Project Hell Yeah!, isn't 
affaid to riff on contemporary _ 


games — such as 
1 б р x" pt ET I Е NT ree > 
1 = &. 5 n" Р 
04 (= i ү | | | | 
: | m Tr d > "^ | 
* t * 3 


134 —— EDGE 


isten to Camille № Guermonprez for long 
enough and y you may end up decidir ng that 
a goo 5d indie a veloper r needs the pluck 
resilience and im practically optimistic бойго 
ol a Warner Bros cartoon characte: 
Guermonprez is ће co founder ol Paris based 
Arkedo Studio and, as he tells it, his company's 
history is one ot i ingenuity and disaster: a Cycle 


composed of astonishing successes sand terrible, 





impossible failures. People have flung bags of 
money ar Arkedo, bul they Ve also Hun Ч ri ү! ing 
pans. Back in late 2010, 


situation wos so bad that, 


ton example Ihe 

a 
even as (suermon prez 
packe c Jp a demo of his team's latest work and 
took it to С 


il lo publishers, 


Game Connection Lyon in order to pitch 
he was ready lo declare his 

Wy al г]. FEW ты Cor Lia 
"It was the last fireworks | ; 


"Quir last Fireworks while the boat 


-—— any dead 
he | augh: EP 


was sinki ng: pi iton bri С! nt clo ylhes. a smile and 





clean teeth. Wete a bit of a romantic Firm here. 


| 


if vou re going to die. lets do it in sl Ме. 





wos 

prepared for that.’ 
Guermonprez cofounded the studio along 

with artist and designer Aurélien Regard in 2006 


forced out of his last co трапу, 


alter he had been 
a developer ot mobile Games. "That team grew lo 
be about 60 or 7O people throughout the course 


= jf и 
of 115 life, 


raised some VC 


HP TT. Р a ate a اسي‎ “| ei А 
метте геп embers, | 3 upidly 


money around vedr three сї four, 
and when | manai дес to do that. 
the Quy who pul ihe money in took 
extra care to fire me within a few 
months. Then ney fired the quy 


who tired me, and then they 








to fire." 














-ouldn't tind a third guy 





Gostimnpas Á hod Shores 


in Ihe deve oper ‚and cashed 

А N г 7 Р Ei | Г u^ f^^ 
out with around £ 300,000 

fe 2 = р : à | : 

| would have been eno Jan to 
De , = ii р _ i | | " | 
cover his old company's payroll tor just 17 days; 
he founded Arkedo determined that it would fund 

- ЕЗ = ты ат, = = жь н А fm. А * - у” 
a new team of three for over a year, V Ме wanted 


lo make real COMES by OUISE IVES, OOMES hal 





ame ina b MOX and Wwe wanted lo spend 


Ó months doing ! he says. | hal was a ver y 


sSIronga drive. | think у Ca need E OFT pes kind ol f failure 
in ordern ta pi ut * МС urself “м word 3 
were hwo 


in Lr both 


i | 
| CK y 


Al the heart of ГА Studios 


sacred principles: SIQy small and ек 


5 mr xe L -Oncepis that can be enormous 





lo Sul ol f "Stay nnt d small wOs есу Decause 


ot what | did before." laughs Gus жаи 
"| had started small and then followed the 
accepted course of c ompanies: if 


you're successtul, you should be bigger, We 


Classic. 


Arkedo Studios 


has two sacred 
principles: stay 
small and retain 
IP — simple but 


enormously tricky 


оооозэв #46 · 





Агкейо 5 Big Bang Mini followed debut game Nervous 
Brickdown, helping to establish the studio's vivid identity 


ig = "M = ла 5 {з Sy qus Г E E. gi. „гь. i i P, a Ж 
hired a lot and raised mor ey: | lived Ihrough 
moderate success and hated it 

TL E M рч ur i IR. TERME : | | £ = 
hal said, Arkedos small size would not be 


possible without Aurélien. He's foamy | Е 





many pX arts in ihe bana. Не’ y ра iner þer 
а gro onic designer, he was dg ено until а 
how monlhs ogo, hes the game 


a ESICner, and 





designer and leve 
he keeps everyone happy and 
smilin 9. It you have someone 


like that I a) VO 


r cune Кє Т 
у и Sic A Ta ag Шы f tJ vd 


responsibility lo provide the means 

or him. I'm funding the thing that 

he can do, that's how | see that." 
And as for retaining IP? 

"| made sure that it was not a 

on that шыш | be allowed io be asked,” 

"With our first two 

lo od see publishers once 

CEO tor six years 

even if | was a bad one, so | can talk business 

a little. | 


Li id 59 у. 


quest 





games, | took care 





I 
Ine ¢ qame WES done WS C 





evel people 


wanted io meet the higher- 

This is a distribution deal. There's no 
risk — what YOU 566 15 what you gel Its good 
lo say, especially ly when us French Quys are very 
famous for over-promising and underdelivering 
and having very big mouths, This was my way 
of saying, ‘I'm French, but listen anyway The 
game is done!” 

For Guermonprez, holding on to IP is сбои 

"It comes down to this: if 


our games are bad, we want it to be 


more tran just money. 


‚ our fault 








Founded 2006 
Employees 10 
Key staff N пе des jermonprez 
lcofounder xad of studio) 
Aurelien od б 


lar! and g lesicn] 
URL www.arkeda.com 

Selected softography 

Nervous Brickdown, Big Bang 

n sg 


| РЧР m, A mem um 
van), ГК ЕТС Its 


Current project Proiect Hal Yeon 


and n С bec USE someone a sked O0 da а 
zombie survival element Ot whatever, у he > argues 
"What we're selling is being different. \With 


А! ked о | 5c) y we ге small a nd We nave OUT Own 





г — lets say bright yellow, You can be big 


and meioo, but you can | be small and metoo., 
When you re talking w th publishers, there are so 
opinions lying around, it's like 


many everyone 


A IE, ap = —— 
our. When you have 





vul à | 
comes in wil their Own C 


loo many colours tox gether, you get brown. Brown 


and small is not possible. Ninety-nine per cent ol 
people hate bright yellow, but we're going to 
make br ig nt yellow games [см Ihe t Г WI ight y yellow 
crowd, Small games break even quickly. It works, 
and it doesn't work il everyone else adds a bil 
of their opinion. 
Arkedo's micro-studio setup is fairly common 

| 2012, but back in 2006 it didn't seem entirely 
sane. Nobody else in France was following 
Guermonprez’s model, and Arkedo even had to 
to Nintendo on its behall 


to make DS 


since only studios with deals in place 


ask © oublisner lo lie 
so that il cox "n dl receive a licence 
games, 


vere allowed access to devkits. 

The studio was founded to make a single 
ae a fresh twist on Breakout called Nervous 
"But since that ı game did OK on DS, 
| ma подес io ger my investment back and so we 


ii ы ү" + 
it into а new чате, sOYS онерге Big 


pul 
Ba 





ing Mini was another DS title, a lavishly pretty 


and inventive arcade-style shooter that went on 
to make even more money than Brickdown. It 
helped ¢ define the team as a ы, outfit with 
а penchant for richly coloured artwork and a 
nach tor taking very simple arcade mechanics 
and reworking them in interesting ways. Sika 


reinvested all its money once again. But its next e 


135 





n aground when {һе publish el attached 


project 
mysterio usly stoppe agl paying the studio. 

In debt and with the DS market ravaged by 
piracy, Arkedo turned to Xbox Live Indie Games 
hoping to secure a new contract while also 
learning how fo work on bigger screens. [he 


Arkedo Series brought the studios design, wit and 


sophisticated use of colour to Microsoft's platform, 
and the team ended up making a launch game 
tor Windows Phone 7 off the back of their 
success. Another unannounced project ran 
aground because of yet more troubles with 
publishers, however, and, by the middle of 
2010, the studio was on the brink of closure. 

"| was prepared psychologically to repay 
pretty large debts: about two-thirds of my salary 
says Guermonprez. 

dead, 


it was all over. That wos if = 


for the next 20 years,” 
"| wos done, we were 
we ployed and we lost 

"We tried a little last thing, 
though: let's give ourselves four 
months, and we'll get the whole 
eam and make Oul dream дате 
and see what happens. If nobody's 
interested, then we can say, ‘OK 
we ге по! relevant. I's OK to die 
in Ihat situation. 

Arkedo's ‘final’ project also turned out to be 
ils most ambitious. Currently codenamed Project 
Hell Yeahl, it's а dizz ying blend of playstyles 
wrapped up wilh an ап style inol Guermonprez 
describes as “gore-cute”. It features the same 
boudoir mix of deep reds and pinks and purples 
seen in Ihe likes of Big Bang Mini, but they're 
sprayed over a cast of drooling, many-uddered 
freaks, ready to haemorrhage blood and gristle. 

Guermonprez: “It's interesting in terms of 
creativity. Sometimes frustration can be pretty 
cool. We put in that game all our frustrations, 
all the things we'd been through over the las! 
two years. It was so much that it was Bum 
Weve spent the last few months just Fe. 


gross Jain © аме уаш 








136 


“It's very romantic. 
Even when life hits 
you hard, you can 
still come back and 
make something 

of yourself” 


SCONE 
00 000 


ООО 


Hell Yeah! to Game Connection, expecting the 
worst, "Within two meetings | knew my life had 
changed again," laughs Guermonprez. "| knew 

| would not spend the next 20 years packaging 
yagurts Io repay my debts. In a few meetings, 
we knew we had something potentially good." 

Arkedo signed with Sega. “They were the 

oublisher that reacted most positively to it, and 
they put a hefty premium on the price | asked for 
All my debts were immediately covered. That was 
the best day. It looks like a story you'd tell indie 
guys before you pul them to sleep, but it actually 
happened. They gave us enough money to make 
the game the best we can. We're keeping the IP, 
Ihey send us arcade games, they cheer us up, 
and they let us make our game. Г 


Sega also suggested tha: 
the team develop Project Hell 
Yeah! for multiple platforms. 
Whether Guermonprez liked it or 


d 





not, in other words, Arkedo wou 
have to get bigger. It's been 
growing for the past year. “We 
were three for Nervous Brickdown, 
four for Big Bang Mini, and six 
by the start of Project Hell Yeah!" 
Guermonprez calculates. The studio's currently 
hovering around the ten-person mark as it works 
on two versions of its upcoming game, while 
Pasta Games – ће 12-man outfit with which 
Arkedo shares an office — handles another. 
some things haven't changed, however: 
Arkedo's retained its signature graphical style, 
and its IP too 
printing house in Denfert-Rochereau. 


. It also still works out of an old 
" Arkedo for 
те is part of the community of where | live," 


Guermonprez explains. “I've lived in the same 





Масе in Paris for 20 years now. I'm very into food 
and | know all the chefs. You get to know the 
whole neighbourhood. | had dreamt of working in 
this building, and one day the landlord said yes 
here was a sense ol belonging to this place, 


mak ng, йд! and being ambassadors for the 


У We want to be: nice people, polite." 








Arkedo's work on the Xbox Live Indie Games service for its Arkedo Series set an early 
standard for the platform that most other games have since failed to match. The studio even 
received a contract to make a Windows Phone 7 title off the back of games such as Pixel! 


Among the usual workstations and cables 
Arkedos studio also has a 45-year-old olive t ee 





Ihat was installed after Pasta Games' Fabien 
Delpiano admitted he had always wanted to work 
underneath one. [Gu uermonprez: “|! was something 
that he never thought would happen, so | brought 
him this huge tree and there was much rejoicing. "| 
The office also boasts a professional-grade kitchen 
the heart of whal 


С кеа away in d согпег, 


Guermonprez calls his “secret restaurant’. 


"When | set up > Arkedo, | 


| wanted fo open another studio, or a restaurant," 


| was wondering whelher 
Lun. 


he admits. “My wife told me: "Мо way = you will 
be drunk at 7am eve y day’. Thal's true, act ually - 
| would have a tendency to stay late and come 
back a little bit drunk. So I decided | to go halfway 
and have a bit of a restaurant 
"We have people here from many different 

regions of France and they have become a little 
bit aware of the cool [food] they have in their 
hometown, and Ihey bring it and we eat it 

It's а weird combination of food and gaming 

and friends. It should not happen, but it does. 

We E pul in OUI Doi iher plate ort m beginni ng 


=I 


vith lindas 








that we want to co 





ond good food. and wind n Ihis plan Seems 
to work pretty well." 

Yet times have finally caught up with the 
Arkecdo vision: ris. France and the rest of Europe 
Arkedo vision: Paris, France and Il Г Europ 
ore "omg to fill up with micro-studios turning oul 
е projects for iOS or other download 
wir Wilh Project Hell Yeah! . Guermonprez 





admits: “Wve have run into our general level of 


Incompetence. It won't show, but we have gone 
through major growing pgins.” Arkedos next 
vill be smaller and he may split the 
"We'll make 


competilion between leam blue and team yellow 


project м 
studio into two teams to work on it 


and make a tem or | l-month project." 

"In the end, its been very romantic," he 
concludes. "Even when lile aives you very hard 
hits. YOu have friends and you can still come back 
and make something of yourself. Yes, there are 
high risks апа everything, but if it works oul, this 


15 ihe mos! rewarding lite you can get. "М 


Denis Bourdain 


Camille 
Guermonprez 


ui Ы, 1? 
| ec ega 

vermon ри jli kea 
miomern:im | ДЕТ USL Wy 


Have you given much though to what you're 
doing after Project Hell Yeah!? 
Alongside A ken | м | 


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ГИТИН Ч publisher i 
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| CR gp i eme I * FE) 


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Are you talking about creating а framework 
for creativity? 


Well we сап help with the code thing 


yon james: we e all the 
| sen us and Pasta Gam 
e ll put all that together in a big | 
[ e t have н ni 
1 hopefully ma | better. TI 
Г | ] | y 1 weonting Г] 


Do you have a name for this publisher yet, 
or has it not progressed that far? 
Yes. Just to give you а clue to the kind ot thing 


bi | TO the ре pie and is sometrnin gJ | mMm reay 
| xl г - word n 


Do you think it will clash at all with your 
current working relationships? 
Segas aware ot it, and they're quite interested 


я à Ще „= = = ot ^ = mı d og‏ س وس 
actually. №5 a bit of a scout job. Sega knows‏ 
г" Ї| F F rere Merz |e ] „+ f F "n F‏ 
ri 1 1 Lan Hg! Inc Ч L‏ 
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lud tuchos that are n han 50‏ | 


5 | ды! 1 rk t 
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r " Son rri "Lut 

ind then m noe 


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wbisn il on our 
+ T 


help get the prototype done 
show it Io big publishers or | 


a liem Raicu Ё lec! = 
аи " та и FL lur bz Y Е 


Arkedo's probably the only game studio with its 
ould own olive tree. The printing house that the team 
calls home is shared with sister studio Pasta Games 








137 


CREATE 
DEBRIEF 


THE MAKING OF... 


Enslaved: 
Odyssey To The West 


Brains and brawn, gaming and cinema, ambition and failure: we chart 
Ninja Theory's epic attempt to make us care about game characters 





oral quardians often warn of the 
effects games can have on players, 
but what about the people who 
make them? If you're а programmer 
on СТАМ, do you yearn to batter people with 
baseball bats? If you work at Infinity Ward, do 
you itch to bunny hop everywhere? 

Well, if you'd visited Ninja Theory's offices 
in Cambridge during the making of Enslaved in 
2009, you'd have seen buff blokes and barrels 
ol whey protein stashed under desks. Enslaved — 
with its ripped hero, Monkey — was а game that 
encouraged people to become bodybuilders. 

“Something detinitely kicked off big time,” 
remembers technical art director Stuart Adcock. 
"We had people strutting around the office, 
looking at [art] reference and then feeling a bit 
sheepish that they weren't quite big enough. 

The animators themselves were jumping around 
pretending to be Monkey, and when they saw 
videos of themselves they thought, ‘Hang on, 

| look a bit weedy." 

Yet the real story behind this game isn't 
brawn, but emotions. Games are good о! making 
you care about unlikely things, such as collecting 
gold coins, but the Ninja Theory team wanted 
players to care about something more 
sophisticated than that: Enslaved's 
characters. “| wanted to see it we 
could pull off more sublle character 
relationships," says Tameem 
Antoniades, Ninja Тһеогу% 
creative director. "One of my 
favourite games of all time was 
Another World on my beloved 
Amiga. Another was Ico, which 
| later learnt was also inspired by 
Another World, | wanted to create something 
akin to that experience. An epic, melancholic 
adventure where you care aboul a companion 
that is not real. Everything else serves that 
purpose: the performance-capture technology, 
the story, the setting, and the faceless anonymity 
of the antagonists.” 

Set in a post-apocalyptic future where an 
abandoned New York has been reclaimed by 
nature, Enslaved was about more than just 
thirdperson combat and platforming = it was also 
а retelling of ancient Chinese epic Journey То The 
West as a scifi adventure that featured killer 
mechs and just three human characters. The first 
of the latter was Monkey, who underwent a long 
and in-depth evolution. Art director Alessandro 
Toini storted off with a series of concept sketches 
based on Snowflake, a one-ocrkind albino 








"Alex brought 
precision. Each 
line is like a 
homing missile 
crafted to elicit 
specific feeling" 





Technical art director Stuart Adcock (left) worked on the 
facial solver that brought Monkey to life, while chief of 
technology Mike Ball took charge of the Al behind Trip 


gorilla which was housed in Barcelona Zoo. 
"Monkey was originally more of a beast," he 
remembers, "but as the narrative developed we 
decided to make him more human." 

Bringing humanity to ils characters ended up 
being at the centre of Enslaved's entire approach. 
lis story is like a three-way buddy movie: in the 
opening levels, Monkey and a woman called Trip 
escape from a crashing slave ship. Scared of 
facing the postapocalyptic wilds of Manhattan 
solo, Trip traps Monkey by fitting him with a 
telepathic headband that will kill him if she dies. 
She needs his brawn if she’s going lo survive the 
army of mechs standing between 
her and her village. Of course, 

Ihe ape man is unimpressed al 
finding himself enslaved again. 

Trip and Monkey's surprisingly 
subtle love/hate tussle would be 
more than enough for most games, 
but Enslaved goes further by 
including Pigsy, a corpulent friend 
of Trip's father. Witnessing the 
three characters’ relationship is a real treat, as 
summed up in an unforgettable scene where Pigsy 
quizzes Monkey about Trip and then confesses he 
has designs on her, without realising that she can 
hear every word they say. The story in this game 
is funny, tragic and, most of all, dramatic. 


It should be по surprise, then, to learn that 
Ninja Theory hired а movie screenwriter to help it 
nail Enslaved's emotional arc. Alex Garland, best 
known for The Beach, 28 Days later and his work 
on this year's Judge Dredd reboot, spent time at 
Ninja Theory's offices as the game's co-writer 

and helped refine the cinematic approach. 

"The ambition that exists in the game was 
stated the first time | met Tameem," Garland 
remembers. "He told me: '| want to try something 
that's pushing forwards on narrative. That's why 








$$. сот 


Publisher Namco Bandai 
Developer IMinja Theory 
Format 350, PS3 

Origin UK 

Release 2010 


we've come lo a film writer rather than a games 

writer.’ He wanted someone not too versed in the 
industry, but he was surprised that the bloke he'd 
stumbled across was a fanatical gamer!” 

Garland, who had already shopped the 
licence for a 28 Days Later game around various 
unenthusiastic developers and written the aborted 
Halo movie script, proved a brilliant collaborator 
for the project. "Alex brought precision," recalls 
Antoniades. "Each line he writes is like a homing 
missile crafted to elicit specific feeling and 
understanding in the audience. He worked with 
us for two years with a small, mixed-discipline 
group of design, art and audio directors to make 
sure Ihe story was being told across all the senses 
in culscenes and gameplay." 

The writer's approach led to several inspired 
sequences, such as Ihe one where Monkey mus! 
race Pigsy to the top of a junkyard Titan. The 
rivalry built between the characters gave both 
Monkey and the player the impetus to succeed — 
not for points, but to see Pigsy's reaction. 

More central to the storytelling, however, was 
Monkey's interaction with Trip. Ninja Theory's 
technical team had shelved Heavenly Swords 
engine for the ouFoHhe-box multiplatform support 
offered by Unreal 3. Yet on top of the difficulties 
of working with a new engine, Ihe company was 
also taking its first step towards a collaborative Al 
system. "Creating Ihe Al for Trip was a big new 
challenge for us," says chief of technology Mike 
Ball. "It was important to create a character who 
felt like she was par! of the action, with her own 
set of skills, rather than just being an escort 
character. There was a really nice system that 
allowed her to interact with items in the 
environment, so she'd happily go and wander off 
to sit on a wrecked car and admire the view. 
Unfortunately, it was a feature we had to turn off 
due to a bug in the final master candidate." 

Even without the more sophisticated Al, 
Enslaved's game design played up Trip's 
usefulness. She was the brains to Monkey's 
brawn: hacking terminals, upgrading Monkey's 
power staff and distracting enemy mechs. It gave 
the combat system an added edge. “Enslaved 
had a much slower and [more] deliberate pace of 
combat than Heavenly Sword,” says Ball, “We 
termed it a ‘strategic combat system’, where the 
intention was for the player to analyse the scene 
ahead to determine how they might utilise the 
environment and hence plan a strategy before 
rushing in with their fists.” 

Together, Trip and Monkey proved more 
than ће sum of their parts, with the gameplay ® 


139 


emphasising the emotional journey they were on 
as they learned to complement each other's skills. 

The final pillar of the effort to bring Enslavea's 
characters to life was in the cast of actors 
assembled to play them. Notably, of course, 
was Andy Serkis, who is not simply a great actor 
in a performance-capture suit, but also a huge 
advocate for the technology's potential. Having 
first teamed up with Ninja Theory on Heavenly 
Sword, Serkis signed on to play Monkey in 
Enslaved and act as dramatic co-director during 
the performance capture shoot at House Of 
Moves in LA. "The thing about Andy is he doesn’t 
feel any stigma attached to games," says 
Garland. "For many actors, the only way you'd 
get them in a game is to throw money at them.” 

Joined by US TV actress Lindsey Shaw and 
Brit Richard Ridings, the cast worked with 
Anloniades to prepare Юг their roles. Actors in 
ping-pong-ball-studded suits are always an odd 
sight, but Enslaved was even stranger than usual, 
because Serkis was preparing lo play lan Dury in 
Sex & Drugs & Rock & Roll. "Because lan Dury 
was badly crippled on one side, Andy was 
running every morning lo lose as much weight as 
possible while exercising only one half of his 
body," Antoniades recalls. "He had lon Dury's 
hairstyle, clothing and speech pattern. Basically, 
Andy was now lan Dury playing Monkey.” 

Such oddities aside, the actors were more 
than just reference points for the animators: they 
were integral to raising the emotional stakes. “We 
wanted to keep dialogue to an absolute minimum 
and understand the characters’ souls through their 
eyes, through their expressions, through their 
voice," says Antoniades. "It's one of those things 
gamers don't believe you need... until you 
actually see it; then all of a sudden you remember 
those characters, and the story, and the world, 

Il transcends being a bit of pop entertainment." 

Back in England, Ninja Theory's team worked 
with the mocap data to create the cinematics. 
Pickups were shot in the conference room on 
homemade cameras and some of the newly 
beeled-up animators squeezed themselves into 
lycra to play Monkey (his ‘distract a mech’ 
shouting animation was filmed in this way]. 

At the same time, technical art director 
Adcock worked with the proprietary facial solver, 
а technological marvel that allowed the animators 
io capture the expressions on the actors’ faces. 
"What the solver essentially does is sample each 
frame from the actor and identify what muscles are 
active on that frame,” he explains. “It's not like o 
point cloud of data, it’s values of different muscles 


140 





CREATE 
DEBRIEF 


Q&A 


Alessandro Taini 
Visual ont direclor for Fnsleved, 
Чите Theory 


The game's overgrown 
cifies are really erg 
быга levels? 

| really like the idea of mixing the organic 

with the manmade, When thinking about the 
environments, one of the first things that we 

did was to concept a forest made entirely out 

of metal and cables. Your instincts were that it 
was something natural, but actually it was mode 
from metal, | also think that colour is very 
important in expressing emotion, and we 
wanted the environments themselves to have 

an emotional impact. 


What were your main influences? 

When | was a child, | loved European comics, 
а style which is definitely evident in Enslaved 
In particular, | was a big fan of Moebius, [Enki] 
Bilal and Juan Giménez. l'm also a big lan of 
the work of Hayao Miyazaki. In Enslaved, 

| wanted to capture the magic and lighting 

of the forest in Princess Mononoke, 


How much of an influence was the TV 
documentary Life After People? 

life Alter People was useful in that it confirmed 
what we'd already been planning. We'd been 
working on the concept of nature reclaiming the 
Earth for quite a while, and when Life Alter 
People aired it really backed up what we'd 
been thinking. It also gave us a useful point of 
reference when il came lo some of the specific 
details. For example, it allewed us to locus in 
оп how grass would look in our scenario. 


in your face. When you've got thal, you can 

map it onto other characters: Andy Serkis's facial 
expressions onto King Kong, for instance. If each 
muscle in the face is like a musical note, we're not 
trying to put one music track on another thing and 
distort or skew it to fit. Instead, we want to know 
what those noles are and read the music. When 


we know the music, we can play it on any 


instrument. №5 а lot of maths, but also a lot of 
artistic contribution as well." 


Unfortunately, such contributions were 
not destined to reach an enormous audience, 

and Fnslaved's disappointing sales performance 
slammed the door shut on a planned sequel. 

So, what went wrong? Well, one of the key 
complaints was that the gameplay, particularly the 
platforming, reduced players’ skill requirements to 
the bare bones. Many were aggrieved that it was 
impossible to fall off a ledge. “No death in 





platforming is а step too far [for some players], " 
says Antoniades, who remains annoyed by the 
game mechanic conservatism. "| didn't want 
the platforming to be horribly challenging. The 
concept of falling to your death because you 
missed a jump isn't fun for me." 

Instead, Enslaved's relatively short singleplayer 
experience was designed to be finished, not to 
frustrate. After all, if you're a studio dedicated to 
telling stories, you want players to reach the end. 
And, unlike most game stories, Enslaved's 
narrative was worth seeing through — not just for 
the emotional arc between Trip and Monkey, but 
also for an ending that raised questions about 
virtual worlds and the morality of enslaving people 
for their own good. "There were all kinds of meto- 
discussions going on in that game," says Garland. 
"The whole game con be seen as a metaphorical 
discussion of videogames." 

The other issue that hampered the game's 
release was its marketing. Ninja Theory had 
though! that Namco Bandai = a big corporation, 
but a smaller publisher than, say, EA or Activision 
— would push the game hard. “For some reason 
that | don't really yet understand, it didn't achieve 
that attention,” explains Antoniades. "I think the 
game could easily have sold more. There was 
а lot of promotion in England, and they did а 
really good job there, in London in particular, 

But outside of there, | don't think many people 
have heard of it. | don't think there was virtually 
anything in America," 

Enslaved's continuing afterlife, however, is 
curious. lis disappointing reception nixed a sequel 
and even some of the mooted DLC [Ball says the 
ват were close to developing a downloadable 
multiplayer online game featuring Monkey's 
‘cloud'). However, it received lots of critical 
praise and it remains a title that is held up as an 
example of effective videogame storytelling. 

Last November, Enslaved also picked up a 
belated UK Writer's Guild Award for Best Video 
Game. Still, Antoniodes remains undecided about 
its legacy. "l'm not sure. We wanted to create 
affecting characters that felt more like real people 
than cardboard cutouts. If the game had been 
more successtul, perhaps other games would 
follow suit and deem il а worthwhile pursuit. But 
perhaps instead it will be held as an example of 
why it doesn't matter. Either way, it won't stop us 
from trying. | truly believe characters and story can 
elevate the gameplay and аНес! people in deep 
and satishying ways." If the new-look Dante іп 
Ninja Theory's DmC can connect with players 
оп a new level, we'll know he's right. № 


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happening," says Anloniades. "The problem 
vou run into is that we know the game 
inadustny really well. We don't know the 
movie industry at all. They re used lo a 


certain way-ol work ng.and lunding 
hove no interest. n working it 3 new vay.” 


Enslaved's memorable human characters — Trip, Monkey and Pigsy 
(left) — were brought to life via performance-capture shoots held 
at the House Of Moves studios (centre), which are based in LA 





Trip continues art director 
Alessandro Taini's love of 
flame-haired heroines: 

"When you see a woman 
with red hair, the impact is 
like a punch. My characters 


don't have a Gothic red, it's 


more like a Ferrari red" 








Monkey's hi-tech ‘cloud was 
planned to feature in a now- 
abandoned DLC multiplayer mode 











TADHG KELLY 


loremags com 


What Games Are 





Ur-media® No, thanks. Transmedia, please 


esse Schell writes in The Art Of Game 

Design: "All these other types of media 

[text, video, pictures, sound and more], and 

all media that is to come, are subsets of 
games. At their technological limit, games will 
subsume all other media." Is a pretty typical view, 
especially among folks who describe themselves 
as experience — rather than game — designers. 

They posit that games are the ur-medium. The 
general idea is that because games contain other 
media, such as visual art or music, and play is a 
more engaging state of mind than watching or 
listening, all media will eventually gravitate toward 
games. Your story, album, poem and so on will 
become a part of a gameworld, as will all others. 

Some games already act as sorts of living 
galleries. Many have а sense of story and they 
con feel alive, like whole other worlds. However, 
will they become the one medium to rule them all? 
Or does the urmedium idea feel more like a 
power fantasy, a diversion from figuring out whal 
the art of games actually is? 

People who make games rarely consider 
themselves as more than service providers or 
engineers. They tend to shy away from thinking 
in terms of games as culture [never mind art]. 
Developing a sense of legitimacy in what we 
create is a delicate and complicated conversation, 
and one way to avoid it is to create goals that are 
so impossibly tall, like а cliff stretching up into the 
clouds, they can never be attained. 

To say that we will be artists when we are the 
kings of all arts is а kind of creative cowardice. 

IF the cliff is so high that a game designer must be 
poel, author, engineer, rule maker and so on 
before the vision is made real, then of course 
nobody will ever achieve it. Meanwhile, we can 
all feel safe in not knowing. 

Why do other arts need Io be subsumed 
anyway? A game based on The Godfather is 
not inherently better than а book or soundtrack 
from the same source material. It is fun in some 
respects, such as being able to explore the world 
and complete missions on your own terms, but it’s 
also much more abstract. The play brain [E234] 
renders any game down to its frame, so while 
The Godfather may spend time storytelling, Ihe 
play brain doesn't really care about that. 


142 





Many games have stories and 
feel like whole other worlds. 
But will games become the 
one medium to rule them all® 


There is an obvious difference between 
interactive and participant culture. In опе, you 
actively do stuff with your hands (ог other body 
parts] to cause a meaningful change. In the other, 
you watch, read or listen, and perhaps express 
your approval or disapproval. What value would 
there be in tying all of those things together into 
one giant universe that had to be played? When 
the interactive is worse than the participatory, 
doesn't it just get in the way? 

The urmedium idea is actually about justitying 
a superiority/interiority complex brought on by 
Ihe tendency of some parts of cur culture to look 
down on games. Even though a few storied 
games sell millions of copies, the wider culture still 
lends to regard them as just an impressive thing to 


be played rather than a work of great insight, and 
experience designers tend to feel that most keenly. 

| think they're picking the wrong fight. 
Legitimacy comes from within, rather than because 
some selFappointed art world pats us on the 
head, so the right fight is about how games are 
used for adaptation or creation as they are today, 
not in some mythical future. 

Video didn't actually kill the radio star, film has 
nol eaten literature or music, and modern art uses 
all sorts of cultural tropes without destroying them. 
Each adapts from the other, making good use of 
signitiers to convey meaning, but fans can still 
enjoy original forms if they choose. If they want to 
read Twilight, they read Twilight; they don't have 
to play the game to unlock the book. 

A better way is transmedia publishing. 
Transmedia is clustered rather than hierarchical = 
where several items of interrelated media revolve 
around a franchise, but none is the definitive 
canon. Between them they convey a story, while 
permitting more works to evolve over time. 

In the ‘Cthulhu Mythos’, there are short stories, 
novels, a couple of songs by Metallica, a time- 
honoured roleplaying game, plush toys, comics, 
movies and so on. Cthulhu is transmedia, and the 
Mythos allows for change and new ideas without 
impacting some overall grand narrative. So 
conten! makers are able to have fun with the 
material rather than slavishly copying it. INo 
subsuming is needed and no far-off technology is 
required to make this happen. It already exists 
and is one way in which the culture of games 
shows itself [Cthulhu Saves The World] today. 

Don't we want lo be a part of a creative 
community rather than entertaining fantasies about 
how we'll show them one day? Isn't it a more 
positive future to be a рай of the culture rather 
than stand apart from it, waiting for approval? 

| think so. As gamers grow up, games are 
becoming acclimatised as a рой of wider culture 
by default, but there will always be an interest in 
watching, reading and listening as well as play. 
We don't need to regard these activities as our 
enemy, but as our cousins, and we'll all get to 
play our part in the transmedia future to come. 


Tadhg Kelly has worked in games, from tabletop to consoles, 
for nearly 20 years. Visit him at www.whatgamesare.com 






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id Software Eidos Montreal 





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Capybara Games 


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Supergiant Games р; 


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In The Click Of h 


CREATE 
INSIGHT 





CLINT HOCKING 


And in between are the doors... 


'ery few people in the real world have 
reason to give much thought to doors. 
Architects wrangle over their placement, 
thieves plot their circumvention, 

firefighters consider their role in controlling the 
spread of a fire, and the police and army train 
around them. Aside from these folks, the rest of the 
world pretty much takes doors for granted. Except 
for game designers. Game designers have to 
view doors through the eyes of architects, thieves, 
firefighters, police officers and soldiers all at once, 
while simultaneously understanding that players 
still expect to take doors for granted. 

Some games use doors for gating progression, 
introducing waves of enemies or surprising the 
player with monsters. Some games require a lot 
of tactical decision making around doors, while 
others don't have doors at all. Whatever the 
design, the impact doors can have on gameplay 
and on the underlying structures of the game itself 
should no! be underestimated, 

The original Doom used doors to gate 
progression. Classic ‘red key, red door’ structures 
enabled control of the flow and pacing. From the 
start of a level you might have been able to see 
the shotgun on the pedestal in the lab beyond the 
red door, but getting there would typically involve 
first getting through the blue door and the yellow 
door to get the red key. Once inside, you just 
knew all that anticipation was going to be paid 
off with something. Would it be the introduction 
of a new enemy? A floor that sank into lava? A 
bunch of hidden doors opening lo reveal a horde 
of lesser monsters? VVhatever it was, it was sure to 
be an even match - or at least mostly even — for 
your new shotgun. The point is that door design in 
Doom was used to reinforce higher level aesthetic 
goals such as building anticipation and paying i! 
olf, or developing environmental familiarity and 
then surprising the player by thwarting it — all 
suited to the game's horror theme. 

In the case of Skyrim, doors are not part of 
gameplay, but are still а critical component of the 
game, acting as playeractivated level transitions 
Interacting with the door to a new area saves the 






















Designers have to view doors 
through the eyes of architects, 
thieves, firefighters, police 
officers and soldiers all at once 


decide to save land the technical constraints that 
underlie those decisions] impacts the experience. 
IF the complete Al state or the state of mid-air 
missile altacks is not saved, say, players could 
theoretically use doors as an exploit. What was 
originally ‘the easy solution’ for handling а sudden 
transition between two areas, each with hundreds 
of megabytes of art assets, can suddenly become 
а difficult design problem. How do you handle 
the case of a bandit who's set on killing the player 
pursuing him through the complete dump and 
reinitialisation of the world? Fortunately, Bethesda 
was up lo those challenges, but it still took several 
games Io imp 





ement ils currently robust solutions. 
Pegs space uses doors not only in support 
Bt Вес goals, but also to dodge some 


technical issues. Bulkhead doors in Dead Space 
are 'powered' in the games fiction, and from time 
to time interacting with a door will lead to a 
scripted power failure in the area. As with Doom, 
such a failure can poy off builtup anticipation or 
thwart expectation with a sudden swarm al 
enemies. Additionally, doors in Dead Space seem 
to be linked to the streaming engine. No! only can 
a scripted failure and ambush give the engine 
time to stream in assets for the next location, but 
the time even a functioning door takes to open 
can be dynamically stretched to accommodate 
the streaming in of assets on the other side. 

In tactical games, such as Rainbow Six, 
Splinter Cell or SWAT, doors are notoriously 
complex. In Splinter Cell: Chaos Theory doors 
were not only used for level segregation and 
streaming, but were also a core ingredient in the 
gameplay. The player could open doors normally, 
stealthily, or bash them down with force. He could 
see under them with his optic cable, or through 
them with his thermal vision. Bullets could 
penetrate them if the doors were the right material. 
They could be unlocked, or locked, or attached 
to keypads or retinal scanners, and any of these 
locking methods could be circumvented. The Al 
could use them, fight through them and around 
them, and could even detect if they were left 
open, or il the lock had been tampered with. 

Games in the Splinter Cell series have always 
had a very high interaction density, and because 
the gameplay is focused on being in close 
proximity to aware enemy agents while your 
character is performing complex, subtle and 
potentially detectable actions, this degree of 
complexity in the door design was appropriate 
to support Ihe games' aesthetic goals. 

The doors of Splinter Cell, which slow the 
pacing tremendously and amplify tension around 
them, would be no more appropriate in Doom 
than ‘red key, red door’ structures would be in 
Sam Fisher's world. The art of game design is not 
in seeing features you like in other games and 
including them in yours, it's in designing features 
to suit the kind of game you are making and the 
expenences you want fo encourage. 


Clint Hocking is a creative director at LucasArts working on 
ап unannounced project. He blogs at www.clicknothing.com 

















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30 “Games mobil 





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The Possibility Soace 


he older | get, the less games appeal to 
me — a sad but common story. Our almost 
done VVaking Mars is, among other things, 
an attempt to address this: a game 
intended to be acceptable to adult tastes. Say 
one evening you find yourself in mature grown-up 
mode and seeking entertainment. What about a 
solid, worthwhile film or novel satisfies you? And if 
most games fall correspondingly short, then how? 
| love smut, but sadly thats not what | mean 
by ‘adult’. Spider skimmed over topics equally 
inappropriale lor kids, such as suicide and 
alcoholism, but it's not darkness that makes subject 
matter mature either, since anything can become 
as degenerate os a fart joke if that's your aim. 
Sophisticated consumers look for material they 
haven't digested dozens of times before: a fresh 
premise, or a perspective considered with depth 
and insight. So Waking Mars isn't about invading 
space fleets, but some of the more enigmatic 
aspects of sciti = the unfathomable distances, 
durations, and conditions of the Universe, next to 
which Earth's entire history is a tiny and familiar 
bubble. What would humans learn if we were to 
ite beyond our earthly assumptions? 
You know when fantasy games open with a 
voice introducing a magical realm and the evil 
forces that have befallen it? That's awesome, sure, 
but it also smacks of simple-mindedness. Woking 
Mars, like some other games, avoids exposition in 





encounter 











favour of modern storytelling techniques, such as 
starting the story in the middle and introducing 
characters by way of demonstration, This is akin 
to movies that require some mental engagement to 
unravel the narrative, creating appeal out of the 
task of piecing together subtle cues into cohesive 
understanding. These films assume the audience 

is intelligent, which makes any lesser treatment 
tiresome. The approach feels comfortably adult in 
Waking Mars, but it doesn't work as well. Here's 
why: imagine you're trying to watch a movie, bul 
first you have to figure out where to sit, which 
direction to face, and which eye to open to see 
the film, to say nothing about interpreting its 
content. The physical act of consuming a film is 
simple and familiar, which means the medium can 
jump right in with themes and characters, establish 
the trajectory of the work, and generally be clever 





CREATE 
INSIGHT 


RANDY SMITH 


May contain adult content 





Too often the first things out 
of characters’ mouths are 
thinly veiled contrivances 
explaining what the game is 


and sophisticated. Waking Mars has to use 

that same bandwidth to calibrate the player, 
explaining what the game is and how to play it. 
Do | control an avatar directly? If so, with what 
viewpoint? Am | supposed to create this or destroy 
that? One type of bandwidth l'm referring to is the 
player's attention span. With all the focus on what 








Ihe game is, storytelling nuance gets lost. 

Another type of bandwidth is dialogue. Too 
alten in games, the first things out of characters’ 
mouths are thinly veiled contrivances explaining 
what the game is. For Waking Mars, we wanted 
all dialogue to be honest to our characters. This 
failed in two ways: it was too ambiguous to 
explain anything reliably, and produced too much 
text. Dialogue meant to be perlectly natural and 





introduce the themes, gameplay and characters 
was just too long. We reduced the word count 
by shilting the burden of training to an objectives 
system, which communicates directly from design 
to ployer, and is far cleaner than characters 
fumbling across the fourth wall while pretending 
they aren't. We also implemented ‘depth on 
demand’ training, which assumes players can 
figure it oul and becomes more explicit only when 
needed, resulting in fewer interruptions and a 
cosier fit than ‘one size fits all’ static training. 

But there's a bigger question: why have 
dialogue at all? The interactive medium doesn't 
become more advanced by injecting novels into 
games, Of course players don't want to read text; 
it so rarely connects meaningfully to their 
experience. Waking Mars draws from the library 
of interactive-appropriale tools, with environmental 








storytelling, branching objectives, and interactive 
demonstrations. So a theme of the game is 
ecosystems, and you hear characters talk abou! 
them, find them during exploration, and tinker with 
them to observe their responses. The interweaving 
of these perspectives on the same material is 
intended to be the full package. 

The real excuse, though, is that until we have 
truly interactive characters, static dialogue is ош 
best tool for conveying the human experience with 
anything approaching the depth and insight 
provided by even а modestly talented film actor. 
The role dialogue plays in our game's package of 
themes is to contemplate a personal relationship to 
the unearthly and suggest reasons you should 
care. Even on alien worlds, the human experience 
is crucial — in fact, it's arguably the bottom line of 
all entertainment. This seems important enough to 
justify static text. Unfortunately, there's no way to 
know a payoff is coming, as opposed to more 
outpouring from an indulgent writer, I'm torn, but 
| generally believe the tone of trust and patience 
vs instant gratification is pretty adult. 

So examining novel topics with a human 
perspective; assuming you're patient, intelligent, 
and paying attention; leveraging modern 
storytelling techniques — might this approach be 
enough to satisfy your inner grownup? 


Randy Smith is the co-owner of Tiger Style, whose second 
game, Waking Mars, is very nearly ready. No, really 


147 


CREATE 
INSIGHT 


Word Plo 


¥ laying computer games is so much better 
f it you care. Yes, саге. | was going to write, 
‘invest a degree of emotional input’, or 
some other modern-speakish nonsense, but 
there's nothing wrong with the word ‘care’. Unless 
you've been brought up in it, whereupon the term 
might open a can of wormy memories. 

Designers and game writers are delighted 
that players care. It's seen as a victory. “We've 
successtully got into the brain of the player," they 
whoop. Then they hightive awkwardly, in that 
wannabe American way, and don't bother to 
ask what it is the player is caring about. | think 
they'd be surprised if they did. 

Here's what's happening: if a player spends 
several hours with a game, and uses skill, 
concentration and perhaps a bit of luck to make 
decent headway, they're going lo care. Not 
because the characters are engaging or 
fascinating, or the landscapes are gorgeous, or 
the story is riveting, bul simply because they've 
pul in the work. Anyone who's doing well at a 
difficult piece of DIY will feel the same thing. ‘This 
is going well,’ they think. '| must concentrate, 
because | really don't want to screw it all up 
and have to start again.’ 

People also care because they want to win. 
They want to achieve victory and see the game 
come to an end. In other words, they've 
experienced it from start to finish and have thus 
got value for money [in the sense that there aren't 
likely to be swathes of gameplay they haven't 
battled through]. Also, they've won, and people 
like winning — just ask Charlie Sheen. 

Players also core more if they feel they're 
being rewarded as they play, especially if they 
think they're being particularly clever or skilful. 
Imagine this in-game scenario: you can snipe 
some guards and enter a boss's lair through the 
front, which is hard but doable. However, if you 
lake your lime and scout around, you'll discover a 
secre! way in via an air duct, thus enabling you lo 
get in unnoticed and without a shot being fired, 
which is so much more salishying. Your smartness 
has been anticipated by the game's makers and 
rewarded, You like them for recognising how 
clever you are and for catering for your genius, 
and so care more about their product. 


148 


JAMES LEACH 


The case for caring 






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Designers are delighted 
players care. It's seen as a 
victory. They don't ask what 
players are caring about 


A lot of players, though by no means all, core 
more if they're made to laugh, too. Funny, cute or 
charming things have an attractive effect on us, 
and we're well disposed towards things that make 
us giggle. Hence the adulation of Charlie Brooker. 

Right then, here's what people arguably don't 
care about when they play games: being cast as 
a stubbly, nonecked balding white man with little 
to say who's suffering a run of terrible luck in a 
tough world. Yes, we might raise a smile if our 
dour, sweaty protagonist mumbles a cynical 
catchphrase once in a while, but to be honest 
| think we're over Ihe exforces, posttraumatic 
guys with implausibly apt surnames. 

Another thing playersident care about much 
is the welfare of NPCs in а дате. If you'te over 








seven years old, you'll know that they don't exist, 
their suffering or tribulations aren't real and that 
they're only designed to give you a reason to do 
what you're already doing because you bought 
the game and hove every intention of ploughing 
through the damn thing to win and/or to get your 
money's worth [see earlier]. Also, by ће same 
token that makes us like developers that reward 
our efforts to find different ways of doing things, 
we don't like ones that resort to cheap heartstring- 
tugging plot elements involving saving and 
protecting things that are too pathetic to look 
after themselves. And have heads that are too 
large for their bodies and big eyes. 

Players will cease to care about anything if 
they've been let down or if they feel cheated. No 
matter how great your game turns out lo be, if 
there are bugs, important plot holes or it tricks 
players knowingly early on, they're never going 
to fall in love with it. It needs the integrity and 
internal consistency of a good movie or TV show, 
Players need to be able to trust it. Trust it to work, 
to deliver Ihe same quality throughout, and to 
reward them fairly. (See earlier, somewhere else.) 

A while back, | worked on a project of rare 
and stunning beauty and depth. Reading through 
the story and dialogue that already existed, | was 
taken by the richness, the essential human emotion 
it contained. If people were going to care about a 
game, truly care about it, they'd care about this 
one. It was called Milo And Kate, and it's never 
going to see the light of day. 

Perhaps care is the wrong word alter all. 
Maybe we're supposed to just enjoy games: 
enjoy Ihe action and the graphics, gel driven 
onward by good plot, and have our imaginations 
rewarded with decent characters and wellwriften, 
fresh dialogue. Yes, we want to see whol 
happens next, to influence events and to do things 
that satisty us. We want to use our brains as well 
as our trigger fingers. That's what's important — we 
spend the money and have a great time, зо №5 
worth every penny. IF the gameplay, game length, 
graphics, skill and reward levels, plot, characters, 
and story aren't great, then we've been done, 
And we should all care about that. 


James Leach 15 а BAFTA Award-winning freelance writer who 


| works on games and for ad agencies, TV, radio and online 


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CREATE 
GION Spi 





Region Specific: 
flexas, US 


A big state with even bigger m for its game industry 


For a regional game industry with such a mighty track record, Texas 
isn't about to rest on its laurels. Dallas-based developers, for example, 
continue to make some of the most impressive shooters on the market. 
ld Software is still finding new ways to push the limits of graphics 
technology with its stunning id Tech 5 engine, used to great effect in 


), and Gearbox, another Dallas local, takes its bullet-spraying 


Rage ( 





mayhem in a more visually stylised direction with projects such 
as Borderlands 2(7, (1) A bit farther south, BioWare Austin has 
reason to celebrate, since the launch of MMOG Star Wars: The Old 
Republic went as smoothly as a studio could hope. Texas's 
videogame incentive program continues to entice publishers to increase 
their footprint in the area, too; the EA Sports label has announced 
plans to establish a development presence in Austin. And while the 


demise of Ensemble Studios was tragic, its talent has filtered into 





exciting new ventures such as Robot Entertainment, which has just 
released its first iOS game, Hero Academy. Meanwhile, the University 
of Houston is partnering with Section 8 developer TimeGate 
Studios in nearby Sugar Land to create a solid curriculum for future 


game degrees. The indie spirit is alive and well, too, with an enthusiastic 





collective called Juegos Ra псһе і 7 ) recently К 











152 


LANDMARKS 

© The Texas State 
Capitol building is 
located in Austin, 
Texas. O The Texas 
Star in Dallas is the 
tallest Ferris wheel 

in North America. © 
The Texas flag's single 
star remains a symbol 
of the state's unity 
and its independence. 
iD A scenic view of 
Houston's skyline from 
the riverside. Austin 
is the capital of Texas 
and was settled in the 
1830s by pioneers, 
who originally named 
the outpost Waterloo 





CREATE 
REGION SPECII 


J \ / F n \, / | Е VV 


How the Lone Star State 
is setting the pace for 
the US game industry 








behind a podium at EA BioWare's North 
Austin offices — flanked by two chuffed EA 
executives — and announced that the publisher 
would be expanding its operations in Texas. The 
plan is expected to create 300 new jobs in the 
сіу, spanning across programming, art, and 
customer support. EA Sports will also be setting up 
a new branch to complement its teams in Orlando 
and Burnaby. And with at least 167 game 
development outfits already in the state, employing 
nearly 5,000 people, Texas is currently surpassed 
only by California in terms of industry presence. 
Even that seat of influence is shifting in Texas's 
favour, as evidenced by EA's efforts in recent years 
to reduce stoff levels in its California headavarters 
and focus growth on places such os the Lone Star 
State, where the cost of doing business is far 
lower. In 2007, the company employed about 
2,800 people in California, according to EA 
president Frank Gibeau, but that number has 
dwindled to lewer than 1,700 al present. 
“Low-cost development is certainly an issue," 
says EA Sports COO Daryl Holt. "We look for 
ways іо supplement our high-cost locations for 
things that make sense in terms of where we find 
talent. Austin has that ready-made gaming talent." 
The incentives don't hurt either. Back in 2007, 
Texas was one of the first states in the US to roll 
out a videogame incentive, recognising the quality 
of the jobs - technical and well-salaried — that fuel 
game development. The Texas Moving Image 
Industry Incentive Program, operated by the Texas 
Film Commission, became an even more attractive 
prospect for developers last August, when the 
incentive cap for videogames was raised from five 
per cent lo 17.5 per cent - now on а par with the 
cap enjoyed by the film and television industry. 
Other states in the US have rushed out similar 
incentive programmes, but Texas maintains а key 
advantage. "[With] the states that try to dive 
in, the money's going to be attractive,” says 
Evan Fitzmaurice, director of the Texas Film 
Commission. "But videogame companies and 
publishers that are thinking about setting up brick 
and-mortar operations that have longer lives 
[aren't] going to respond solely to incentive 
dollars. They need to know that they're moving to 
an area where they can hire people, because this 
is sophisticated work. You con relocate some 
people, but you can’t basically flip the switch and 
overnight create an industry where there's never 
been a history or foundation laid." 
It's impossible lo overstate the impact Texas 
has had on videogames, too. Rewind to 1979 


| = Texas governor Rick Perry stood 





The easily recognised Texas Longhorn steer has a strong 
cultural tie back to the region's early frontier ranching days 


and you've got Richard Garriott selling his seminal 
Akalabeth RPG in Ziploc bags out of the computer 
store where he worked in Clear Lake City, like 
some kind of tech-narcotics dealer. He would go 
оп to found Origin in Austin, create the Ultima 
series and lay the D&D-engraved cornerstones of 


Nukem Forever at 3D Realms — and helped 
them ship the famously beleaguered project. 
Although Houston enjoys less notoriety than 
Austin or Dallas, its limited AAA studio presence — 
Section 8 maker TimeGate Studios operates out of 
nearby suburb Sugar Land — is complemented by 
a thriving serious games scene. Petrochemical 
companies in the area, such as BP and Exxon, 
are exploring the use of virtual environments as 
collaborative tools, and Archimoge has received 
numerous grants fram the National Institutes Of 
Health and the Center For Disease Control And 
Prevention to develop games to educate youth 
about nutrition and disease prevention. The 
presence of the renowned Texas Medical Center 
and surrounding universities has also sparked lots 
of game development in the educational sector. 


Texas prides itself on the quality o! 
education being delivered to the next generation 
of game developers. The University Of Texas ot 
Austin has recently added a game development 
specialisation to its nationally ranked computer 
science department. The Guildhall at Southern 


The FPS has its birthplace and Mecca just 200 miles 
north of Austin in Dallas. Here, id Software changed 
the gaming world forever with Doom back in 1993 


the videogame RPG genre. In stealth action, Deus 
Ex would be developed down the road at lon 
Storm's Austin offices under the leadership of 
Warren Spector. Today Texas is the home of 
everything trom BioWare's MMORPG Siar Wars: 
The Old Republic to indie projects such as Semi 
Secrets Canabalt and Tiger Style's iOS hit Spider: 
The legend of Bryce Manor. A collective called 
Juegos Rancheros has even popped up to keep 
Austin's indie community in closer contact. 

The most commercially successful genre on 
Ihe planet today, the FPS, has its birthplace and 
Mecca just 200 miles north of Austin in Dallas. 
Here, id Software changed the gaming world 
forever with Doom's release back in 1993, and 
QuakeCon continues to offer the largest LAN 
party in North America to id-worshiping pilgrims 
from around the globe. Dallas's shooter legacy 
carries on to this day with developers such as 
Gearbox continuing to fly the banner next to their 
elder statesmen, Demonstrating the tightknit 
solidarity of the Dallas development community, 
Gearbox even came alongside Triptych — the 
remnant of the developers who worked on Duke 


Methodist University developed its curriculum in 
2003 hand in hand with the leading lights of the 
Texas game industry to create arguably the тоз! 
respected graduate game development course in 
the nation. University of Houston has woven 
outstanding games coursework into its computer 
science degree programmes, resulting in the best 
record among US universities at Microsoft's 
Imagine Cup. "Working with motivated students 
with strong computing skills has provided us with 
а competitive edge" says game development 
instructor Dr Chang Yun. 

True to its enduring cowboy iconography, 
Texas has on aura of frontier spirit that suits the 
wide-open possibility space presented by game 
development. “When people think about Texas 
as а cowboy culture,” says Aaron Thibault, 
Gearbox's VP of product development, "I'd say 
what that's really about is that we're not afraid to 
lake risks and be innovative and put ourselves out 
there.” Wilh such promising emerging talent, and 
experienced developers to nurture it to maturity, 
the momentum of Texas's game industry seems 
about as unstoppable as a Longhorn stampede. № 


153 


Texas's world-class education system prepares the next wave ої pro developers 





Adel Chaveleh, TimeGate 
Studios president & CEO 
(top); Tim McLaughlin, head 
of Texas A&M University's 
department of visualisation 





hen was the last time you 





saw а developer's motion 

¥ caplure studio and il was 
pointed with the colours and emblem of 
а local university? Vell, that's precisely 
how Houston's TimeGate Studios, 
developer of the scifi shooter Section 8, 
has decorated its new facilities, which 
were built as а joint project between the 
studio and the University Of Houston. 








It's a powerful symbol of the close ties 
between Texass c ame development 
community and educational institutions 
TimeGate's senior leadership is 
also helping Ihe universihy s compulet 
science department develop the 
curriculum for an upcoming game 
development masters programme, GS 
well (15 offering work expenence in the 
form of large internship classes at its 
Sugar land-based НО. In return, the 
developer is able to use the mocap 
studio for its own commercial purposes. 
"The motion-capture studio servec 
as the classroom for this internship 
program me, says Adel Chaveleh, 
TimeGate's president and CEO. "Over 
the course of that semester [starting 
August 201 1], they built on entire game 
and everaged the motion capture for 
their project. But they were in the 
environment of a game studio, as 
opposed lo a lab on campus, which 


| think adds a special edge." 


V 





4 | 
й f i ИП 





Three University of Houston teams have been selected as finalists for Microsoft's US Imagine Cup 2012, 
the premier student gaming competition focused on using technolgoy to confront societal problems 


Just as the building of a successful 
game requires extensive collaboration 
Delween a studios various disciplines, 


the building ot a successful regional 





game industry requires equally close 
collaboration between game companies 
and the education system that's feeding 
talent into the system. As such, the 
University Of Texas at Austin recently 
rolled out а game degree of ils own. 

"| have been working with other people 
in the gaming community to establish a 
programme at UT for ten years, and 
finally it is now becoming a reality,” 


says Richard Vogel, BioWare Austin’s 


execulive producer and VP of production, 


who sits on the programme s advisory 


board, The first group of students to have 
that game design specialisation Will 
graduate in 2013. 

Texas A&M University’s department ol 
visualisation takes a balanced approach, 
cultivating both artistic and technical skills 
in tandem. Its graduates go on to work in 
game and film studios all over the world 
"We're a bit different from other 
programmes,” says Viz Lab department 
head and associate professor Tim 
McLaughlin. "any programmes have 
a computer science emphasis where art 
and aesthetics is minimised. Others have 
an art and design angle where tech and 
logic are a minor part, We treat them as 


equal parts across the board." 





TimeGate s mocap studio (left) was built in partnership with the University Of Houston, and 5pillVille, a student project, won honours at Microsoft's Imagine Cup 








Texas's marquee graduate-level game programme is serious business 


SMU GUILDHALL 


2003 
ion Plano, Texas 
s Nine fulltime 
staff, 14 fulltime faculty 
four adiuncts 
ff Dr Peter Raad 
laxecutive director], 
Ron Jenkins (deputy 
director, development 
and external affairs], 
Gary Brubaker [deputy 
director of academics] 
| www. bit. wo YOX 





156 





kyrim's lead level designer, Doom 
ь 4's lead programmer, Insomniac's 
creative director: these developers 
share something in common, bar the fact 
that they hold key leadership positions in 
some of Ihe industry's most respected 
studios. All three individuals graduated 
from The Guildhall, an intensive tworyear 
master's programme that operates out of 
the Linda and Mitch Hart eCenter at 
Southern Methodist University (SMU) in 
the Dallas suburb of Plano. 

Roughly 45 students enter the 
programme per admission [twice a year] 
in groups known as 'cohorls', which 
reflect a careful balance of disciplines 
across art, level design, progromming 
and production. In addition to classroom 
instruction delivered by the faculty's 
veteran developers, The Guildhall's 
project load escalates rapidly, with 





increasingly complex games developed 
by multi-disciplinary student teams. 
Ba ancing personal work and projects 
can require students to devote anywhere 
between 50-100 hours each week. Only 
serious aspiring developers need apply. 
I've been a fan and supporter ol 
МАИ $ programme since its inception,” 
says Steve Mix, GameStops general 
manager of digital distribution, and 
former id Software senior excutive. "I 
think we helped [Dr Raad] do it the right 
way when we recommended that it be a 





The student art on this page was made by: Alex Nguyen (elderly man), Alfonso Callejas (submarine), Jordan Ewing (swamp creature), Haryati Mohdehsan (girl) 





graduate level professional development 
programme for artists, designers, 
producers and programmers based on 
large team production. They've graduated 
14 cohorts and I've made it to almost 
every graduation. ls amazing the footprint 
the programme now has in the industry." 


The concept for The Guildhall was 
ое 2002, when local industry 





born in 
heavyweights such as John Romero, Tom 
Hall and Randy Pitchford approached 
SMU's Dr Peter Raad about launching 

a game design programme. Traditional 
HR channels weren't supplying them with 
people who could show up to work on 
day one knowing how to move at the 
pace of the game industry. They needed 





a programme that would deliver battle- 
tested recruits who were vetted and 
reliable. So Васа worked hand-in-hand 
with them to shape the curriculum. 

"It's the only way to do it, if you're 
honest with yourself and listen intently to 
the industry,” he says. "We did not have 
the typical academic self-centeredness 
һа! we know everything, the mindset thal 
says, We're going to build it and you're 
going to love it.’ We thought, ‘If we're 
going to build something from scratch, 
let's start with the end in mind and build 
backwards. I'm going to listen to the 
neurosurgeons if l'm putting a 
neurosurgery programme together. ” 











Dr Peter Road 
Founder and 
executive director 


What inspired The Guildhall's approach 
and ME юру 


ГАН | ol e mec sce | inia | ee i 
L1 i n M pt Jl k [i nimc Ii 
| amentals al Dul i xmi cuni 
fou ve qot ta perlum. And I every r Е 

CC НГЕ TE JOU ve Och ma 
Сит in ol aci ind vou vi 
in lerstand whet tl ЛЕШ» i loi | 
ind ji Ihe g р бо Те, {| 
waking 


whe! SPE I ev | amming ГС 1 | 
and now 1: d rici Ihen | ! [4 C LI 
] 1 ali} | fi а м ii И ^ И ИП : 


|5 the mounting complexity of AAA 
games making education more incen 


Ihe плацу y &T led м Lu Ih 1 Om. yh HE y! М 


tu! people who were selfdaught ii 

те ni f gan and, frankly, t ley а d 
reat wilhoul really nee: li g aca jem 
erprise. Ih probem with mar 1s hw 


| don 1 know Hos, "n " "T know wheal 
іс: knows Tow m-spending:a-o! ol 
yeas tying fo +) №1195 oul „опа man, 


з all the оће 


newer learning 


Г Bi Wa 1 i, ail iri b vh =] Oe Cy Ir Ё 
d pment and any other held that I've 


н аа = m س‎ - = = | Lx г= = == $ ==, = = u; i 
come across. If Torces vou to leverage | 


There's a very pragmatic ethos that 
seems to drive "t yov're doing. 
all the students here, there's a big 
2 ng a hobbyist and 
peng d prormss onc lo De a promssiona 
which means that | have a 
responsib ity This is abo 
Jl "Pag mming 
v oie. ı and proc 
-the е sake or doing It, we do il 


the end ol 


ence beiween 


SMETE 


uuchon 


because theres а product at 


the line, and that product is a societa 
product. It's something that society is 
going to accept ог re 


You're extremely selective in your 
admissions. Are there plans to eg 


would love io, but here's the catch 22: il 
oo le ¬ i. di 3l Bf П I -— T 
и want a sul Innen y | а 
have people leaving the videogame 


СГУ 


Not when they re sour on il, but 


when they're at their best. I've got 14 tul- 


tmm += = س‎ "m aila meg MS T. = 
ime taculty here and between three and 


! commercial ап 


SIX ad uncis any semesler Оги Ine, / ve 3l 
зы а ud C = д Не 
shipped games... So if | want іс keep Ihe 


slugenttcraculhy. «atie-smali; Inaieneans 
Weagot ta double my facul, Where the 





What feedback do you hear from studios 
about your дн 


r1 teedb a 1 т! r^ m "з ПИ Era J 
Ihe fı DOCK We СЕН rom ime ausiny 1 


hat on day one on me | о, I seems of 


LIE | 1,4 gradual a | ady bw 
vorking in industry tor Ihree to tive 
ears, Bei е of the two edr c iensen 
effort, when they get lo a videogame 
| E a 

studio ney a read KNOW м BIB ү АСИ 
А H i mi 1 n T ol Я 1 EF a pit at „^ч 
nilestone is. They already know agile 
DrOOGuclioón principles RO || eau Г Ihi 


PR EOS , r 1 = pn А аре abah p Has 
РОШ TUNA On Torey Ies 


Peay lo mse Ihr KT Then ae 

m отек Small Оли r^ nb 9 THQ shares а usability and 

Austin, and bs "recoger Sdid pul ны d playtesting lab with The Guildhall 
vilhout The Guildhall hey WOUN 1 hay (centre). Students begin by making 
been able to ship The Old Repubi games in small teams (above) 





157 





Austin 


hen Twisted Pixel - the studio behind 
decided to relocate 


The Gunstringer 





Г from Madison, Indiana, to Austin in 
late 2008, every member of its staff came along. 
Even some friends who'd been volunteering their 
services on a parttime basis for free insisted on 
following the studio south. A range of options had 
been considered, but the worm weather, low cost 





of living, deep talent pool, lack of a state income 
tax and budget incentives ultimately tipped the 
balance to the city. Twisted Pixel was hard at 
work at the time on XBLA hit '"Splosion Man and 
desperately needed to grow its staff. 

"We used a recruiter to try to bring people 
to Indiana," explains studio director Michael 
Wilford, "and we got like one person. It's hard to 
convince people to move from California when 
the main perk of your area is basically а Taco Bell 
that's open until 2am. Since moving to Austin, 





y 


Michael Wilford (top), 
studio director for Twisted 
Pixel, which was recently 
acquired by Microsoft, and 
Richard Vogel, executive 
producer at BioWare Austin 


we've hired people from California and Seattle 
who'd say, "Yeah, | used to live in Austin and have 
just been looking for a way to come back ever 
since,’ so recruitment has been really easy." 

But it's not just indies flocking to the area. All 
majot publishers have a presence in the state, 
and EA has been aggressively 
expanding ils footprint in the city. 
"I'm very happy that EA has 
decided to invest more in Austin,” 
says Richard Vogel, executive 
producer ol Star Wars: The Old 
Republic and vice president of 
production al BioVWare Austin. 
"Everyone benefits from this, 
not just BioVVare. The more 
opportunilies there are in the area, the easier 
it is to attract good talent to come to Austin." 


Austin has a long legacy of development, 
going back to Richard Garriott's Origin (which 
made Ultima and Wing Commander], and lon 
Storm Austin [Deus Ex, Thiel: Deadly Shadows]. 
I also has stature in the MMOG space, serving 
as the initial western headquarters of Korean 
publisher NCsoft and bolstered by companies 
such as BioWare Austin and the branch of Rift 
developer Trion Worlds responsible for building 
and maintaining the company’s server tech. 


158 





The collision of 
various creative 
disciplines makes 
Austin a conducive 
environment for 
making games 


This reputation for great games is what 
inspired French studio Arkane, currently working 
on stealth-action game Dishonored, to set up a 
branch in the area. And having operations in the 
city seems to gralt a studio into that lineage of 
greatness; now Arkane CEO Raphae 





Colantonio 
works alongside Deus Ex designer Harvey Smith, 
with both sharing the tile of co-creative director 

The city's unofficial ‘keep Austin weird’ motto 
points to the value the local 
community places on free thinking. 
This cultural identity is reflected in 
the presence of the annual South 
By Southwest festival, which began 
as а musical showcase and has 
since grown to include everything 
from film to interactive arts. The 
collision of these various creative 
disciplines makes Austin a 
sublimely conducive environment for videogames, 
which tend to revel in that Venn diagram overlap 
of music, film and technology. 

What's more, the world's largest genre film 
festival, Fantastic Fest, has recently partnered with 
local indie games collective Juegos Rancheros 
(see pl 64] lo create yearrouna events lo 
complement its Fantastic Arcade programme. 

On the educational front, the decision by local 
institution University Of Texas at Austin to establish 
a game development degree simply reinforces 
Ihe sense that Austin’s potential influence in Ihe 
videogame space has no level cap whatsoever, 








Austin has become one of 
the premier destinations for 
US game development, and 
games are a growing part 
of its creative culture 


CEO and cocreative 


director 
Co-creative director 


Why did you choose Austin as the home 
for Arkane’s US branch? 


The reason why we 
A ч 
came to Auslin is hal Ch gin and lon Storm 


AUST were here Ата both ol nose 
companies made same of the biggest 
greatest games. It seemed like a great 
бат 


п for finding game designers апа 


developers in general who share the same 


vaiues as we do. I'm talking about games 


= 


La Пане Ea. Ша ГИ еще Un 
ike LIELS Cx, me Ыт seres, УПО 


E CHT TICN NIJET — ory cl hose "е QUITS е] 


had interesting simulation aspects lo them 
Has joining the ZeniMax family with id 
Software and Bethesda Softworks given 
rise to any collaboration? 

| One of the best things about 
it is how much overlap there is Bethesda I5 
not a big, publicly toded company. This is 
shocki ng о OM de МЕС Del MW 
worked for a public ly traded с 
They are a small group of guys who care 
a lot about depth 


| | 
COS sive Words, ir m mediale y 


h cs eve par 


Orn ipa "m [eL y. 


ri i gar nes [ ПО ОСЕ T 
Wie чаг eS 
getting feedback оп our дате Кот the 


uk IN. F жү = | вы ж r 
guys on the Skyrim team. We respect their 


Gomes«and they, re spec! our games 
Instead of ihe guy v.ho* [simply m. ed 





on business 
concerns] you're 
dealing with the 
guy who loves 
games and very 
much wants the 
game tfo be good. 


After contracting 
on BioShock 2, 
was it quite a change to work on 
Dishonored, where you have more 
freedom to shape the IP? 

| [Th ey те] hwo different experiences 
and bath are very interesting. Il was very 
and it's also 


FH 
work on our cwn game. ne 
"== 


tun to work on BioShock 2 
very fun to 


was 5 relaxing in terms of not hav ng some 
af 


ne responsibilities SO | à sian ТИ её! 
always 


ot course Ws 


гове by it, But 
excina mo Work i on your own IR 


| didn à 


Bic Shock contract. but 


really get to work on the 

Raph and 

wistophe | | arrier, audio director] and 
some of our level designers did. But l've 
gotta say, lve па lot ol new IP in 
my career, and it's not always better, It's 


Рен J à ‘© ma Aj- 
n new IP that's true. We 


y A a | ked О J 


EWC ling tO work c 


B, 


love it. But tor ever y excilement, heres a 


Dr obi ETT a new | h | ng С} solve 5 | Ч h I2 


What are the biggest design challenges 
yov're solving now in Dishonored? 

C Some ol it is exposing the choices to 
the pere in the purest way. Even though 
its not an open word, ifs mission based 
nak, one of the moos has ils own sandbox 
aspect sapu re given п„вёпигарер al 
соз od Goch dover can custonise their 


own play style — like il mey worl Io play 


i = | 
Mite sneaky OY Mare jac k гие 
Even the map geometr; olfen you can 


Fab тЫ 
ки LIVE 


qo down (his street СИ bat: street 
1 | 
the frootons 


building CH Ihe | yack ol the hui ding, ГЇ 
Не not like 


or go in Ihe front of the 


SWWIITI TE] cry шо ao ГД 1 tish 





we re the most nonlinear experience ever 
bul you can stil | have an outcome als 
really elen. or really surgical. That throws 
a fot of modem players for a loop. 5o you 


have to spend a lot c r ime making Ihem 


feel comfortable and educatin g hem and 
rewarding them when they do the ап! 
n ng l'm nol saying hat we have Ihe 
perfect balance of it vet, but that's the 
m ng hat occupies us mosi 
That's what we see right now in our 
pk aylests People tend іо go tor the most 
direct roule and they don't know the 


oct ONS 56 ITUCTI 








ad 


EA's Frank Gibeau gives Governor 
Rick Perry a tour of BioWare (top). 
Dishonored (above) features an 
assassin in a steampunk city 





159 





John O'Keefe, Terminal 
Reality studio director, 

and Nancy Beasley, 
NutriGram project manager 





REGION 


CRE 





AIE 


а 


Pallas 


The birthplace of the FPS continues to breed games with unique perspectives 





ecalling the moment in 1992 when John 


Romero, John Carmack, Tom Hall and Adrian 





b Carmack arrived in Texas for the first time, 
David Kushner writes in Masters OF Doom: 
"Everything in Dallas wos big. The trucks were 
big. The car dealerships were big. Even 

the people were big, from the towering cowboys 
to the statuesque blondes.” 

The id Sottware guys were finishing up 
Wolfenstein 3D at that point, working out of a 
rented apartment in the Dallas suburb of Mesquite. 
And their small business was itself on the verge of 
exploding into a phenomenon that makes the 
word ‘big’ seem like crass understatement, The 
studio's revolutionary work would trigger the birth 
of the FPS and lock in the commercial coordinates 
of the videogame business for years tó come. 

The legacy ol innovation in Dallas's 
videogame scene doesn't just cover game design 
and engine technology, however. Id's early 
publisher Apogee Software - whose founder, 
Scott Mi 
Dallas area 








er, coaxed id into relocating to ће 
holds the distinction of pioneering 
shareware distribution, an early precursor to Ihe 
tee-to-play model and the now-standard practice 
of downloadable demos. 
Developers who got their start 
at 3D Realms (һе moniker Apogee 
later adopted) have spowned 
such studios as Gearbox Software 
and Terminal Rea 





ity, the latter of 
which is finishing up work on 
Kinect Star Wars. Just like its 
colleagues down the road at id 
Software, Terminal Reality 
continues to push new developments in engine 
technology with its Infernal Engine. 

"Our Infernal Engine technology allows us to 
really get in and work physics and destruction into 
the p 








ayer's integral experience," says Terminal 
Reality studio director John O'Keefe, “and have 
those elements affect how the game is played 
beyond just a visual treat. We've made forays 
into this since BloodRayne, and ramped it up 
considerably in Ghostbusters. One of the Kinect 
Star Wars modes focuses on big physics and 
destruction, andawe've since worked up a number 


of concepts Ihot push these elements iher 





Developers who 
got their start at 
3D Realms have 
spawned key 
studios such as 


Gearbox Sofware 





Microsoft's disbanding of Age Of Empires 
developer Ensemble Studios in 2009 was a tragic 
blow to the Dallas scene, but the splintering of the 
studio's talent has given rise to exciting new 
startups, such as Robot Entertainment (Orcs Must 
Diel, Hero Academy}. Zynga has acquired two of 
Ensemble's other offshoots, snapping up Bonfire 
Studios [now Zynga Dallas) and Newtoy [now 
Zynga With Friends]. With these smaller startups 
focusing on mobile, social and 
downloadable games, the Dallas 
development community has 
become even more diverse. 

For example, Controlled Chaas 
Media, which formed in 2009 


and saw success with Pocket Fish 





on iOS, has recently expanded its 
reach into serious games with The 
Quest To lava Mountain. The 
game was commissioned by The Cooper Institute 
in partnership with the Texas Department Ot 
Agriculture as part of the NutriGram.org 
programme, which promotes healthier eating 





among children. “We really wanted to avoid the 
mistake of publishing an educational game thal 
was unable to compete with consumer games that 
students play," says Nancy Beasley, NutriGram 
project manager at The Cooper Institute 

Given the development community's 
irrepressible spirit, even amid high-profile studio 
closures, ji would seem that Dallas has built its 
'epulation on Doom but cer'ainlv по! gloom. 


Dallas continues to build on 
the legacy established in 
the early "90s by developers 
such as id founders John 
Romero and John Carmack 








Aaron Thibault 
VP of product 


Can you feel Dallas’s 20-year-long 
FPS legacy informing development in 


н | 
lute n “ИА à Goubl, You hod 5o 


many companies here — 3D Realms. 
is. - к ra اتر ا ات وای‎ a Fu i li -E ГЕЧЕ ГЕ 
CHOW М р Karl | Ir vb 15 Inneres 


F 
because Ensemble was here doing 
|. 


bul Inere wos a lol ol 


[ 1 
CRT UT VL TI cahon and ges snarnmg even 


between Ihe shooter and st сестүү 
developers. The point being е gol 
[OD Games and Ritual — all thes 
Oty pers who'd | e 5r ang 


shooter. If | was m min | ABOU reus 


and where developmen teams are Га 


p 7 “т Жы |ы rer کر اھ‎ р 
Lu: Lr LAO 15. amy Я AW 


Did Texas's gun and military culture 


inspire early FPS development? 
у AX тие Some or me worlds largesi army 


"si 
Ds ong some of fhe more critica СГП, 





I T n 
ПУСТ exisls proressiOrnd ly п зехоѕ lO SUDO 
ks Ar mM анаа рр ЕЕЕ aa u T a u c =“ 
hal army ar d muy ТОНУСЕ. oo 


F Г | 
its natural thal WOU woOluld nnd Companies 


| 
heri [based n] veapon manultacturing 
and training, and extending into the virtual 


Do you have any regrets about taking 
over the tortured development of Duke 
Nukem Forever? 


i IT SS کے و چ پر‎ = = А = = = b B phe Ё 
wos ап OMGZING experience. Jus #0 51 
$ wor buh) rr =. im ж-т 1 А fr -M mn 4 
ry, i - ^ kam Farsan | rat exem: коң Р 
EAL FwDROCHE ГЕЛЕН Каш мы ы E I اا‎ ! 


whatever blood we poured into shipping 
Мы rs ores = finr rr = В Li tog РГ 
eoame anda es mna! Dhose. Bur he Ти 


ot the effort we put into it is that we 


[ | 
applied smarts and know-how and skill 
тот a group of our lechnical experts in the 
г mr ur "n = | ‘aaa a m ч 

1 li , 4 I TT [ ^ at f TT Е | [ 
— BED Ж жыр M cm omes | d Exc Suits 
games, Speaking tor myselt, | feel ver, 


good that we took on that challenge and 


ү i | 
KE ГИРЕ 3 л ай E ж Laudis ur ue З "-| AN VT 
that we out that feather in our hat. And 


|. 
as а resull, we оге able lo move into the 


НИИ with tha Inchise TO OO 0 nunc] 

alca ingl yn ү hi ant io H i iO knews 

viral the tuture holds? | haw lea. Bul hoo worked with 
I'd say Ihe risks were well worth the the guys at id and Ensemble. Paul said that 
rewards that we'll see his mindset was always shaped by the fact 


һа! Da sple hod extended L1 hand " h Im 


Did bringing Triptych in-house to finish and brought him up as he was starting out 


the game feel like helping a wounded 


comrade in battle? mentoring anybody who was making an 


Absolutely. Dallas is а very close-knit eames! effort to get in and be mentored 
mr г Some ot the owners of “Ме lal ng abou that in the conte 
Gearbox had worked at 3D Realms, so of Duke Nukem actually, VVe teel like v 
they worked very closely with and believed were able to do the same thing with a 
in Triptych and what they would be able te developer that just wanted Io finish their 


missions.and see that sion Нисаа 
"sh үпү, just And we were able to helo with that 





Id Software's Rage (top) pushed 
boundaries with its id Tech 5 
engine. Gearbox's Borderlands 2 
(above) is currently in development 





16] 





Tony Elam, research director 
at Rice University, launched 
the Houston Serious Games 
Consortium in 2003 


Archimage, Inc launched 

the Playnormous site in 2008 
to deliver Flash games that 
teach kids about nutrition 


162 








REGION 


CRE 


ATE 
cpi 


uita nuls 





Houston 


The largest city in Texas has a keen interest in the potential of serious games 


ast yeor, а team ol four students Нот Rice 

University in Houston created a game called 

Azmo The Dragon, which turns a wireless 
spirometer — a tool used to measure lung capacity 

into a gameplay peripheral [we're guessing 

calling it Spiro The Dragon would've raised 
copyright concerns]. For children suffering from 
asthma, the ritual of blowing into this diagnostic 
tool provides data that can be used to anticipate 
the likelihood of an impending attack. Sadly, 
blowing into a spirometer is a chore that children 





frequently neg ect, In the game, however, blowing 


into the spirometet helps Azmo burn medieval 





castles with columns of scorching breath, and 





Ihe more consistently kids loq their readings, the 





faster they progress. Pretty clever, eh? 

While Houston lags far behind Austin and 
Dallas in the size of its commercial videogame 
sector serous games are growing rapidly in the 
area due to the high concentration of universities, 

| 


the presence of the world-renowned Texas 
Medical Center - the biggest of its kind in the 





nation — and the bustling local corporate sphere. 
And it's not just student projects that are surfacing: 
Archimage, Inc develops polished Flasn games, 
such as lunch Crunch and Food Fury, for its 
Playnormous VVeb site, which is designed ю help 
kids learn the importance ot proper nutrition Ihe 


interactive nature ol games makes 





Ihe medium ideal for he ping kids 
roleplay different scenarios, and 
millions of dollars are being 
funnelled via grants into methods 
of curbing unhealthy behaviours in 
Ihe younger demographic. 

Rice University research 
director Топу Elam — an insatiable 
board game collector — created 
the Houston Serious Games Consortium in 
2003 to begin connecting members of the loca 
education and business communities who had an 
interest in gaming. That network has grown from 
a few friends in academia to over 250 people 
across education, health care and local industry. 

"Houston s petrochemical industry is exploring 
the use of virtual environments in à serious сү for 
advanced training,” says Elam. "The [Texas] 
Medical Center now has an interes! in games to 


It's not just 
student projects: 
millions are being 
funnelled into a lot of ta 
curbing unhealthy 
behaviours in kids 


help with rehabilitation, and there have been 





multiple gaming projects associated wilh that. 
Those things — the petrochemical inaustry and tne 
Texas Medical Center — they're not in Austin or 
Dallas, so that's two areas for serious games 
where we're qoi ng fo have an advantage just 


because of the fact that we're physically here." 


Section 8 developer 'imeGate Studios has 
been operating out of Houston suburb Sugar 

Land for over a decode. "We have access to 

Ihe greatness of a large city, only without the 
headaches, and we can work and 
live in our own little bubble while 
still having access to everything the 
big city provides, including talent," 
says CEO Adel Chaveleh. "There's 


ent thot we recruit locally 





trom other industries. and now with 
а direct relationship with University 
Of Houston, where we're able to - 
at least partially = shape what that 
lalent looks like on [graduation], thats an even 
better thing for us longterm." 

New blood is coming in, too. Pi Studios, 
which has worked on huge franchises such as 
Call Of Duty and Rock Band, relocated from 
Plano to Houston in early 2005. And according 
to Elam, Houston is seeing quite a few two- to 
four-person mobile app game studios sprouting 
up, which bodes well for the diversity of projects 
coming oul of the 





ocal devel opment commun і у. 





Due to the concentration of 
universities in the Houston 











Adel Chaveleh 
President and CEO 


Have you ever considered establishing 
operations outside the Houston croni? 

The plan was always fo set 1 
course the thought crosses с 
couple years as we ге planning whol the 
пех! big siralegic sleps are for us 
Sometimes that involves ће explo 


м. 
Cu Semnad uoc се! Т + ices rur С 


ni on 
'eadquarters deeply rooted 


LAJ i 3 „гн Г. i 
vh E m preity 
1 
| 
where we are lor many reasons 


|| 
FIT Taare 
1. и 14 | CIR 


dd 


are times when we ve pretty strona 


considered setting up satellite | 
outside of Houston. But each time we went 
li ri ICH i the proc E55 cy in a 5e exploration: 
we always ended up rus 
on our studio 


Grown Ms С 


С um me = я 
Һе fe. 30 Over Ine vears Ine 


ontinued to happen, but it’s 


What was the rationale behind 
consolidating het gemi in Houston? 
There are obviously pros and cons to 
different lc 

satellite team in, say, Austin or los Angeles 


Dallas — pick 


cations the pros d selling up a 


or San Francisco or one ol 


Ha Ede & Il A T at el T 
he big hubs in North America — would be 
^ LI gom gi r а= TT il į i | Ё ^ 
easy access to lalen Butiyith ipot also 





OU iS ac Tee о | ighe 
ia 


p : e 2974 unfamilion. terntor ‚ 





years, we've never done business in those 


r АИ, ze us anms, D i | zu m 
cies, V y= n cle ерү ар Xx unto qme 





community пеге — Ме government 





ILS eS 






Piet ILU р р = р иа | T. Bron x 
nma ( iy CIP CODI, |4 cd nad 






Was it difficult to transition from realtime 
strategy games to shooter development 
чна you wana Section 8? 


oi © a CH lum = Es E ry Femms . ol ihe 


| F 
i i [ 

в . E TEST. NT Ta t pë F. Я i 

$ mot he concep! is bom firs! and t iE TI 


we validate it with business. A lot ol 


jevelopers start by chasing Ihe hottes! new 
platarm or business model. Wve jus! gı It sounds like you haven’ t outgrown your 


c Gi A 
ecd about Ihe Section 8 concept, Al 


pendent streak. 
With that said, we're not one of these guys 


around beating 


od no FPS experience. we 


Our chesi 


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осу what we want; let's go do ill and have held ownership of our IPs 


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TimeGate is currently working 
with Gearbox on Aliens: Colonial 
Marines (top), having released 
instalments of its Section 8 series 


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163 





164 





CREATE 


REGION SPECIFIC 
INDIE PROFILE 








Juegos Rancheros 


Austin's new indie gaming collective just wants to show you something awesome 


Clockwise from right: Fantastic Arcade meets at Alamo Drafthouse's Highball lounge, Semi Secret's upcoming Hundreds, Tiger Style's Waking Mars is due soon 


Co-founder, Semi 
Secret Software 
Brandon Bo 
Founder, Venus Patrol, 
and IGF chairman 


` u& lo a combination ot closures of bia 
] à A i i | ү, 
ОШО ALIS 4 JUME u imn Feen! 


шеш 


WSLS Cr d Ih iE flew |, yt weil oe d | а! 
channels | АИС е l which Indies can sall һе 


work, Ihe city has seen а resurgence in small 


developers + elling up she op. Ve speak Io Semi 
Secrel Software ( “Erle under Adam Saltsman 
and Venus Patrol founder IGF chairman 
Brandon Boyer abou! how they're nurturing 

а community, along wi fe Ka такова Games 
founder Wiley Wiggins, where indies can 


du 


| | 
meel up, drink a ef beers, and get inspired 


First off, the name Juegos Rancheros i is loco. 
Brandon Boyer It's а stupid pun, and it's kind 
of silly compared toa lot of other names, but 
Ihere's something about i (hol makes ita list e 
more inviting, because it doesn't sound like а 
serious hardcore nerd game thing. It just sounds 
Ike ifs а goo funny thir 9 about game culture 
аги a we ve seen thal reflected in the audience 
that we get in 


Adar Se TR " 6 Пе f; rines! ather enc ol Ihr 
am ni > lanes стег enc Ie 
spectrum пот ‘Local Austin Game Deve орет 
ke thal 


Whos going jo. show up k some ith ing са lled 


Juegos Ran: heros wuh a stack of business 





Business Association’, or something 





cards, saying, "m going 

o collect some social 
networking resources today е 
BB There's a lot e academic 
stuff about games and busines: 
stuff about games that a lot а 
рес ред don't really care about 
and they just want to see 
something awesome. Thal's 
always been my NESE 

in whal Га like to quive inem = on awesome 
show about videogames, most of which hey ve 
never seen or heard of before, and just cut انات‎ 
all the rest of the stulf 

How connected were the various indies in 
Austin prior to Juegos one 

AS | was hanging out with some artist friends 
who were ol nigger 3 studis and Wwe would 
have lunch once in a while, But as those studios 
fok ded CI a TEH ا‎ le STUCE o jul Or Ihe TST WE 
went from six or seven peop yole who were Irying 
to ir дае A un companies іо make 
videogames in Austin to ike 20 ЗО or JO in 
the space of a year or two, between roughly 
2008 ana 2010 ar it it's still kind al 


sio nS | Feel lige Ш de! ITA lic ГІ Ci Жап 





li па . 
"anal 


community 15 growing at ће same time, 


Why didn’t these developers just get 
absorbed back into the existing industry? 
BB Austin’s indie second wave look oft in ea 


РУ Р ‚|. Г mm eT x 
Pid 09 O-ish and | don't think it's coincidental rg 


it wos around this time that the App »tore was 
becoming a сою alternative; | think those 
early people. were people like Tiger 5 е that 


hac literally iu iust come out of big studios and 


were saying "Oh, we can make this iPhone 
thi ng pee bly work. 

AS Му whole reason for going independent in 
the first piace was Ihat | was гес | 


forcing me to do а worse job. 





nat was a 
common Ihing. You turn sanai 1g in that was 
really Good ¢ and mey would demand that WOU 
make it worse. A lot of people can only do that 
for so lona, but they love what ore do. | think 

t you combine the rari nity of d guo 
distribution and the obvious sustainability 
problem ot big studio development, "t. just get 
this s really natural springing up of small shops. 
People were buming out, but they didn't have 





to leave the industry completely, They were 
| || = i жа — m = = — тшш, u тя “= = 7 =| = m gm, PFI = 
able to set aside а litle money and take some 


HRAS ОП Cheng MEI OWN WOT Winco 15 kind 
эл" 


ot cool. We talk very little business at Juegos 


bul theres a community sense of, OK, this isnt 


аў [ 
hopesess. fou Con survive, you сап ear rood 


and you can be creatively fulfilled 


Have collaborations between indie devs 
rh as a result of he collective? 

BB Despite the ‘nobody swaps business cards 
thir b kenc 5 has PS re aly.a qa od Fr =r Iis 
Right out of the gate, Austin newcomeı Dale 
As uslir 1 heiped Shay Pierce out with artwork for 
Connectrode, then Bobby Arlauskas ended up 
doing пееюпсе sound work tor | ge T ray leon 
VVaking Mars, which [9 Jot] it an IGF audio nod 
and most recently Ro рїп De sep Sea’ Amott 
ended up toy р ng of the sound for Capsule, 
Adams soorte-bereleased Venus Рано дате 
анун оо, you want to call it, it's hard 


ia see any or mal naving happened WTA 





the group getting together this regularly 


All signs point to Texas. 


Texas has a long history in the game industry, with more than 160 companies calling the 
Lone Star State home. As a national leader, we have a solid foundation for gaming with 
our Texas-sized talent pool, a superior, low-cost infrastructure and an unmatched quality 
of life. In addition, the production incentives available and sales tax exemptions for items 
and services used to produce games make Texas your go-to destination. 





OFFICE OF GOVERNOR RICK PERAY 
TEXAS WIDEOPENFORBUSINESS.COM WWW.TEXASFILMCOMMISSION.COM 

















WE АВЕ HIRIN 


SCE Worldwide Studios Europe are now recruiting for 
their upcoming projects. Positions are available for: 


Artists - Designers - Programmers - Producers 


PlayStation is at the forefront of gaming and SCE Worldwide Studios 
Europe is at the forefront of developing for all PlayStation platforms. From 
Eyetoy to Singstar, Motorstorm to Killzone we consistently strive to produce 
innovative, high quality titles which not only showcase PlayStation but also 
challenge the gaming world. So whether you want to Бе blasting Helgast 
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package including pension, private health, private dental,company bonus 
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To find out more, visit any of the websites below or follow us on 
Twitter @PlayStationjobs 


Be a part of PlayStation! 





evolution 


www.playstationjobs.co.uk 








IERRILLA LY http://www.guerrilla-games.com/jobs 


| Follow us on Twitter 
[ү] mee http://Awww.mediamolecule.com/jobs (M PlayStationjobs 





SONY 





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Being part of a global company that leaves room for international career paths The 
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©2012 IO INTERACTIVE A/S. HITMAN ABSOLUTION and the HITMAN logo, IO INTERACTIVE and the 10 logo are trademarks of IO Interactive 
A/S SQUARE ENIX and the SQUARE ENIX logo are registered trademarks or trademarks of Square Enix Holdings Co., Lid. All rights reserved 


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#239 
March 14 





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